Hello again ! I played DA 1.80e 098 recently, and the bug I mentioned in my first post is still there ! It should not be difficult to fix, should it ? Because it is really annoying : it makes me lose a lot of time, given that if you like to micromanage you will have to adjust these sliders a lot. Maybe my description of the issue was not clear enough. So I took the liberty to renew this post and draw attention to this issue, so that it finally gets addressed. Thank you
Wittgenstein83
I experience the same bug
I second this motion too ; everything that improves the way the AI defends its planets is good, and to do it with a local change seems better than to wait a global AI warmongering skill tweak
This small UI bug is old (and maybe already reported), yet it was never fixed (DL and DA) : 1) the location of the cursor on the sliders (military, social and research) does not correspond to the percentage allowed, neither a) absolutely (cursor at the right end of the bar deos not correspond to 100%) nor b) relatively (I can have 42 on social and 56 on research ant yet the social cursor will be farther to the right) 2) when you increase or decrease the percentage of one slider, it does
Did you uncheck the "remove functionnal components" case in the game options ?
I don't know whether defenses are really useful or not, but anyway I think one must keep in mind that : 1) the three weapons have very different tech cost. Missile is very tech cheap at the beginning and become very expensive pretty soon (it is 30% more expensive to research anti-matter torpedo III than disruptors, although these weapons are equivalent) ; this obtains also for mass drivers (if you use nano ripper) ; on the contrary, beam weapons are more expensive in the beginning but from
Maybe you are right to say defenses are overpriced, yet it is not true that defenses = hp, because, as says Kyro in a post (https://forums.galciv2.com/?forumid=421&aid=139395), "the maximum defense rolls reset after each round", wich is not the case for hp.
The original Galactic Civilizations (OS/2, 1993) was the first PC game to have a multithreaded AI. So yes, the AI is calculating while you are taking your turn. At the time, it was discussed how chess AIs would benefit from using the same model as Galactic Civilizations. That it is multi-threaded does not imply it thinks while you play, does it ? As a matter of fact, my opinion was the same as Skyjack (AI does not think while you play)
Hello, I wondered whether the AI was calculating while I play my turn. Chess programs, for instance, calculate while you are thinking ; they store their results and use it when it's their turn to play, thus considerably increasing their strength. Given that a single midgame Galciv turn may last pretty long (especially when there is combat involved), the AI engines would (or maybe already do) highly benefit from it. A consequence of this : the fewer AI players, the stronger they wou
Hello Obviously, the new DA features render some DL strategy options invalid. What are the most important strategy changes required according to you ? Some have already been noted : 1) planets that require special tech to colonize render colony rush more difficult. 2) All the more so because of the engines' dramatic cost and space increase. I have two questions regarding this : a) is the speed ability now worth it ? b) does it mean you have to focus less on engine tech or on
Ok, it is quite easy to fix indeed. Sorry for the unnecessary post (newbie plague ...)
Galactopedia (http://www.kynosarges.de/Galactopedia.html) is a small useful program "providing you with exhaustive information on all objects and technologies defined by the game. The information is taken directly from the game’s data files" (the sites reads). It is especially useful for DA, given that the wikia site is not up to date, so it is difficult to have access to all the figures (tech cost, improvement cost and effect, etc.). I guess the syntax error reported in planetimprovements.x