Big Jim Slade

Big Jim Slade

Joined Member # 2494739
1 Posts 77 Replies 124 Reputation
Reply to ?AI weakness in Game Talk

A focus on offense will generally get the job done a lot faster and a bit cheaper, even with 1.2 and simultaneous combat. Another choice is to build bigger ships. The increase in hitpoints usually works out better than more defense. Because defensive components are so expensive, the larger ships usually cost no more to build than a smaller defensive ship.

8 Replies 6,144 Views

The first game I played I won on culture victory. I kept trading ships and stuff to the other civs that were infighting for IP's, got all the influence starbases, and only invaded one planet. (A minor race, I wanted to see what invasion looked like). That was 1.1 on a smallish map. In my current game, I just got through culture bombing a star system with a few Influence bases. The planets a flipping like coins there. I've only gotten 1 flip without a starbas though. Flippin

15 Replies 9,296 Views

I would like it if stardock could maybe rethink a bit how the ai calculates military strength. I had the yor declare war on me and attack me because the game said they had numerical supiority with their awesome military which consisted of fleets of useless fodder ships. I had made a few strong ships that annihilated their army in a few turns. I would have won in 1.2 with simultaneous turns as well, my tech was way superior and they couldn't scratch my paint. Anyway my point is that t

20 Replies 8,791 Views

I have no idea how to calibrate the size of the ships objectively. However in this game, I think the difference between they tiny and huge hulls isn't nearly large enough. I know thats probably the case because of display issues, but I really want my big ships to be scary. Freespace had some terrifying ship scales, but it was a space sim and the big ships were basically terrain. Nothing like flying a space fighter the size of an F-18 over a 4 mile long ship that makes an aircraft car

9 Replies 8,612 Views

It will suddenly appear indeed when you research all the techs you had on the design. If you're the artistic type, get in the habit of saving a ship design (name it "cool medium ship hull" or something) after you place all the extra jewelry and before you place any modules like engines or weapons. Then in your future games, as soon as you have acces to that hull size, you'll have a blank hull that you designed previously that looks really cool appear and all you have to do is stick gu

3 Replies 3,857 Views

terraforming techs lead to terraforming buildings which make bad squares into green squares on your planet and add some PQ points. don't let your population increase past that unless you are ready for a huge morality hit, which you probably arent.

4 Replies 4,363 Views

Why on earth would I wait for 90 billion people normally when I can just transport them in 1 billion per ship from a convoy of transports from the rest of my empire? You're capped at 200 million a week natural growth, so 5 weeks per billion, or about a year to fill it up assuming 100% morale bonus and may population growth. That just isn't feasable compared to running transports.

21 Replies 13,583 Views

" On GalCiv II, for instance, I came in and wrote up most of the technology descriptions, a good chunk of the alien conversations, the ship components, planetary improvements, and much of the "data" parts." So you're the wise guy. Good work on the game. I appreciate all of the subtlety, and I do get the impression that the AI is erriely intelligent. I'm not used

92 Replies 115,913 Views

I don't like the idea of nerfing things. Just bring the others up to par. A morale bonus for good and maybe a hitpoint bonus as well as defenses. (good guys can keep fighting with bullet holes, bad guys die if you shoot sort of near them. Movies never lie.) Evil should get some kind of evil power, like maybe pirates spawn often in their empire yet always go elsewhere to attack other races. Or maybe an evil logistics bonus, but not a whole lot. Leave neutral alone. At most

21 Replies 13,997 Views

Um, 30% econ, 10% morale, 5% influence from a stock market. thats a whopping +45% in mixed bonuses. I usually have 2 or 3 on every planet, so all of my 15 billion population worlds usually don't need any happy buildings. The drawback I see of the invasion plan is that it really takes a long time to get the 90 million people back after you use them. 6 worlds with 15 million people each will grow population 6 times faster than the high pop world.

21 Replies 13,583 Views

So in my current game, I'm screwing around with a PQ25 planet I have. I tiled it entirely in with stock markets except for an economic capital. I put a super farm on a +300% tile, and then replaced a few stock markets with VR centers to keep the planet's morale in line with my other planets with hardly any approval buildings and 15 billion people. I broke 30 billion and my morale quit dropping, I think I had 6 VR centers. one might be on an approval bonus tile. After my population m

21 Replies 13,583 Views

couple of things that lead to more revenue: morale -> tolerate higher taxes population -> bigger base to tax bonuses -> resource mining morale or economy makes a big difference empire wide. government-> star federations really turn out the cash. couple of things that kill revenue: bad morale -> no tax money and you need to lose squares to happy buildings. no farms -> no population base. I aim for 20 billion people per planet. military -> super ships

17 Replies 11,106 Views

Nah, you could mod the transports to only hold 1 citizen ever, give the defender a +100 bonus to invasions or something, make information war an impossible option, and then you would never win an invasion. But you could asteroid bombard the other guy into oblivion.

19 Replies 10,290 Views

It seems like a lot of people want this stardock programming staff to try what the MOO3 guys tried and failed so miserably at. Really, if a lot of people wanting major changes to this game involving manually controlled espionage, crazy micromanagement of planets, and tactical combat, they should give MOO3 a try and then they'll probably not want it so badly anymore. At least it would be a good perspective on how such "improvements" can really kill a game.

7 Replies 5,853 Views
Reply to Convoys in Ideas

It would be nice to be able to group some escorts with the minifreighters in the routes and then they'd just follow the freighter around as part of its fleet. At any rate, that would make sniping enemy freighters more interesting.

5 Replies 7,655 Views

An easier fix for the translator problem would be just to have the demands come as normal, but when you se the "yip Yap Bleeble Bahgalb" message, clicking OK automatically declines their demand. Then having no diplomatic translators will just make everyone pissed off at you for being xenophobic and you end up in a bunch of wars.

76 Replies 30,694 Views

does that happen when he's declaring war, does he say it out of the blue, or is that after the drengin AI wins? In my current game, the altarans and the drengin are the most powerful AI civs, they're right next to eachother, and have been fighting the whole time. Every 3 weeks or so, some other race calls me up and asks me to give stuff to the losing side in that war, which changes frequently. It's like galactic gladatorial combat with everyone else as the spectator. I don't think an

14 Replies 9,741 Views

I think that there should be a chance that when an empire colapses, it spawns pirates which would be the rogue leaders of the doomed race's military. that would be fun. They could also occur frequently in war zones, giving a nice "I just destabilized the galaxy" feel.

13 Replies 6,182 Views

1. Research Planetary Bombardment. Yeah it takes a transport, but you only need 1 guy on the transport. I guess he just stands on top the ship and throws the rocks or something. Granted it would be cool to be able to just blast away with your other ships, not the transports. It would also be really cool to have a movie of some sort showing the rocks hitting the planet. Actually, the invasion screen would really benefit from having animations reflecting the specific style. Mini soldiers shou

7 Replies 5,853 Views