[quote who="trigorin" reply="2" id="3001832"]I understand. However one of GC2's biggest features was its strong and smart AI. In addition, there is a slider on game setup screen to adjust how much CPU power AI should use, but I don't know, whether this feature has a real effect on AI playing. So, it was a bit strange for me that a smart, advanced AI couldn't play but being hooked on different bonuses.[/quote] "Tough" -is- the intelligent AI. Especially cons
Sole Soul
Yeah, we know. The difficulty level is supposed to be determined by the abilities and economics sliders-not for customizing your AI intelligence so much as for customizing your AI variety, for instance if you'd prefer to play with a supernaturally smart AI that makes no money, etc. The intelligence is more so dictated by a small range within the set of abilities + economy, as you've noticed. But as the two are tied together, you can't have a Suicidal AI with fu
It's difficult to determine how things happened in your above scenario without more information (specifically with regards to weapon/defense builds per ship). However... Defenses are depleted during the combat round and refreshed at the start of the next round-this means when they do get hit, they can't sustain as much in a given round as would be expected. The targeting algorithm only chooses one target for each side, which means that all ships on each side wi
[quote who="Lttrog" reply="10" id="3000426"]what interests me more about this tactic is what it denies the enemy. my question is does the AI realise its lost its miner and build another and how much does that set them back by? even if you dont have a close by planet uppin them to cargo sensor boats and sailing back to influence should explore a fare amount of map and reduce the need for built/rushed scouts so i think its good idea any way but if it can confuse/delay an AI production rampping
There is no 3-in-1 defense. HP is inferior to defense for one very good reason: Defense refreshes at the beginning of every round. Not only does HP not do so, but HP only repairs some of the time when in open space (although it does repair each turn when docked at a planet). Furthermore, endgame ships can have, with bonuses, and particularly in TA with more mining modules as well as extra attack/defense percentage modules, anywhere from ~600 to ~1000+ attack a piece.&nbs
[quote who="dnzrx" reply="1" id="2999843"]It occurs one every approx. 52 turns (I think) I will need to research this a bit.[/quote] Twice yearly, actually, starting the week after you change government (IIRC). And GC2 years are only 48 weeks, not 52. That's correct, it only matters during the turn before the election, which is rather a shame since it's hardly realistic.
[quote who="trigorin" reply="7" id="2999857"] Quoting dnzrx, reply 6Speaking of said defenceless ships, I build them early in the game so when I do get weapons tech, I can just upgrade them. Poof: instant military! I don't think it would be cheaper, but is it faster?[/quote] Building hulls and doing an upgrade is much faster than building real ships, yes. Provided your ships are within range of a friendly base/planet, they'll
[quote who="VicTree" reply="2" id="2997744"]Thanks for the reply, qrtxian. What is the closest I could get modding the Borg? If I understand correctly, Stardock may still be working on supporting Gal Civ II, so this could be implemented in a patch (please)? [/quote] Highly unlikely; something like that would practically require an entirely new expansion. The "patch" that may or may not still be coming is simply about bugfixes-and the nonexistence of a feature as
Slight correction to Noctilucus's numbers: 100% = 2x (8x if Super Breeder) 76-99% = 1.25x (25% more) 41-75% = normal growth, 1x 20-40% = no growth 0%-19% = 10% population loss (I think, I've forgotten) per turn :)
You might also consider using colony ships with more colony modules-a late version of DA downsized the colony module from DL's 500M pop to 250M, and since growth is based on population, this means less growth, which causes your colonies to take more time before they break even. Engines of course also cost more in DA/TA, and that might be one reason you're spending more than you're used to, particularly if you're rush buying your ships. Until you get a feel for it
TA's morale/approval isn't more than marginally tougher than DA's (DL is somewhat different matter)-provided you stick with the Terran or Minor Race tree. Using other trees means you don't get all the morale trade goods, nor various bonuses from techs, but the extra mining modules that a number of trees have more than makes up for this loss (in late game), provided you have sufficient morale resources. Granted, the early game is tougher. Bottom line, you
[quote who="qrtxian" reply="2" id="2992381"]It should be noted that a lot of what you're complaining about - like the random events - cannot actually be modded.[/quote] But can be turned off-under Mega Events-and the Precursor Rangers, which aren't a Mega, only appear now after, what, 5 years? Way too long to have any effect under most circumstances, really. Granted, you can't really do anything about the starbase problem-but eventually the AI will have ships
TA generally has less production per building (and marginally less per colony), so it's advisable to build one or two low-level buildings in TA simpy to get things jump started. But aside from that, Industrial Sectors, due to cost, are the only thing to really avoid. After putting down your first factory-or two in TA-there's not a whole lot of difference in build times between going straight to Manufacturing Centers and spamming it with low levels first. With reg
There are instances where it may be most worthwhile to use the rush buy (no lease) option, but so long as one keeps an eye on income and expenses, the longest lease is a very attractive option, as it can allow you to expand your empire (and hence economy) at near-exponential levels. It definitely takes some practice to get a feel for it, though, and in any game that you expect to be over 5 years it's probably not worthwhile as more than an opening strategy. However, for ZY
antibor, while your example does not fit with the above formula (and therefore one of them must be modified), it seems you don't understand how defenses work. This is understandable, as it changed from DL to DA. The AI-or the targeting AI-should not consider its ships worthless because while each ship may only have 88 attack against even a hypothetical 880 defense ship, due to defense depletion (on a per-round basis only), 11 such ships have the aggregate firepower necessary
Read through the above 2-3 times, didn't see this mentioned: It has been a while, but I'm fairly positive that you need to enable the checkbox in options to save ship designs to the hard drive. I seem to remember that there was a time when it wasn't checked by default. And while the stripping advice may be helpful for creating templates, it's not necessary for ships; all you need is the correct technologies.
[quote who="qrtxian" reply="2" id="2987435"]There's an option to turn on a movement grid that can help a lot. It's kind of ugly, so I don't have it enabled as a normal thing, but you can bring it up in special circumstances.[/quote] Odd-I have it enabled all the time, and while I wouldn't call it [i]pretty[/i], I wouldn't go so far as to say that it's actually ugly. Somehow, I just don't see that form matters so much, especially for a grid. But
Definitely doesn't strike me as intentional. It is a bit odd. But honestly shouldn't make that much difference, either. TA has so many extra filler prerequisite techs that avoiding researching one of them doesn't help that much, IMO.
How's this?: http://www.newegg.com/Product/Product.aspx?Item=N82E16817256071 Did a lot of research before I got my last PSU, actually built two computers with the same model, an ST50-EF (500W). One of em's still running strong, after ~5 years, the other one died a few months after the power pole outside died (really rare), a couple months back. Was planning on replacing it with an ST60-
Consider yourself lucky-in one particular (DA) game I ran into 1400 attack/700 defense Peacekeeper ships (yes, that's way beyond what we mere mortals can do)-and they were roaming around in fleets of 15-20 ships a piece (also beyond the human player's limit-or the AI's, for that matter).
dnzrx addressed the question of adding trade routes, but not beyond 12, which is what you asked.
I believe they're only supposed to attack things with weapons on them, but it's been so long that I don't remember if they actually avoid combat with you if you avoid combat with them.
To my knowledge, that's one of the the things that is hardcoded into the game engine, the executable. In other words, no, sorry.
There was a bug in TA prior to 2.x where the autodesigner didn't take miniaturization into account, but that should be fixed. 60 attack on a tiny isn't that monstrous near the end of the tech tree, and there are no single guns that give +60 attack, so that can't be what you're saying. Ships don't require additional engine modules/sensor modules/etc to move, see other ships, and so on...the hull has basic values for these, and the racial stats of your civ fu
Since tech inflation in TA is significantly different than DL/DA, having not only a higher hard cap but increasing in large jumps rather than piece-by-piece, and considering that TA's galaxy-adjusted and rate-adjusted tech costs are more than the equivalent in DA (that is, a tech with an xml cost of 1000 in DA will cost less on the same galaxy/speed settings than in TA), it's very important to prioritize your first ~25 techs, ~50 techs, and ~75 techs. These thresholds are not