What I'm talking about isn't even tech related, it just makes strategic sense to defend your planets using a fleet (more than one ship) instead of one at a time orbiting a planet. There isn't much you can do to offset such an extreme tech difference, but your chances are always better within a fleet. I've been having fleets take more damage when I fight the enemy in groups (even 2 ship fleets), versus fighting them one at a time.
ansury
[quote]One of the devs (not going to drop the name) has said on a few occasions that adding more sliders and options will eventually just make it turn into a huge pile of options and far less game.[/quote] That's not a user-modification or player friendly attitude at all. Actually saying that is just completely stupid, and a slap in the face of other games that provide as many options as possible. Can't say I'm not surprised though. How is that "less game"? lol There's nothing wrong wit
I just want what I see in the editor to match what I see in game. That's not much to ask. And the editor sucks more than simply not showing you planet/moon textures. Star colors don't match. I've also seen problems where the star names don't generate properly and it leaves "star[123,132]" or whatever as the name of the system. Or it ignores the name entirely. Then, when you get ingame, you also find that it uses the SAME texture for pretty much all of your uninhabitable worlds... What'
Well, we can't even control the space battles, so... I don't see that happening. :) But I know what you mean. I think many people will agree with me when I say that alot of people are just looking for an improved version of Master of Orion in Galciv. As far as features, Galciv has barely delivered. Some improvements happened, but entire pieces of the puzzle were ignored (tactical combat, more specific diplomacy options, etc). An "okay" game called Imperium Galactica (sp) had s
[quote]No, it's not. What we should have is the option to use the old sliders instead of training agents.When I can use spies to double the strength of my invading troops, though, I have to argue that they're not crap.The problem is that the feature isn't well developed.Also - ToTA is fanmade? No, it was designed inhouse at Stardock, by people who worked on the first two installments. Plus, 2.0 will include an update to espionage, hopefully improving it.[/quote] Yes, it is CRAP. I serio
Why does the AI still let you destroy their entire fleet, one at a time, while they are orbiting a planet? And then continue to build new ships one at a time and STILL let them stay in orbit alone to die. I can understand that they're prioritizing defense first, but that's not how a human typically defends their worlds. When a huge enemy fleet (esp more than one!) shows up IN your territory, you don't just step up military production and garrison, you take your ships and form fleets to meet t
By the way, Stardock, like carriers that "add nothing to the game but complexity", agents also "add nothing to the game but complexity". Take that crap out too then, kthx. :p
So carriers are "too complicated" for the AI to figure out, yet these techs exist in game which allow you to accomplish much of the same thing, and the AI can figure that out fine? lol Oh well.. Making starbases more useful sounds good though, I don't see a point in the first idea, but using them for repairs or upgrades could work.
I'd just like a ship that could "tow" very small, but slow and short range, ships. That's basically all a carrier does - take slow and/or short range attack craft to some region where they can operate as if a home base was nearby. Really stupid that they'll never be added, but oh well, maybe a competing game will figure out this "impossible challenge".
I wish (I doubt it) - that is supposed to be one of the "new features" in the "expansion". One of the "features" I'd rather have been without. Or hell at least give us a checkbox option to see one or the other... geez.
[quote]The spy system is mostly superior to the old slider method, given that you can use it to help invasions or make worlds more vulnerable to influence flipping.Of course, the problem is that the AI likes to flood you with spies. If you have multiple opponents, they can easily overwhelm your ability to counter them (until you get counter-espionage centers online, but those are not cheap).[/quote] Sure, humans can make use of them that way. But the AI? Kinda doubt it's that smart, con
Yeah it's clear that they didn't think agents through very well. I'm also shocked to discover that agents were added in the FIRST expansion, but were not corrected (maybe made even worse) in the second supposedly FAN BUILT expansion. Perhaps these "fans" were fans of killing the game so Galciv III could be made, or maybe they were just such big fans that they stopped playing the game and didn't realize how bad agents sucked... lol. Overall, I'm very disappointed by Twilight. Unique tech
Regarding the feature that lets us choose planet quality settings - why the resistance? What is so wrong with that? Didn't Master of Orion allow you to alter the average quality of habitable planets??? Yes, a PQ slider should DEFINITELY be added! Nothing to do with cheating, it should effect all planets and all homeworlds equally.
Hell, I don't even care for enhancements, I'd rather just have the option of using the old espionage slider method when starting a new game! It's usually a mistake when you're changing a major feature to not give people the option of using the "old version". I mean, the old version was already implemented, how hard could it have been to leave it in with a checkbox? "Disable agents"
I'll try that... the way it is now, I quickly got to the point where I didn't even feel like playing anymore. Isn't there a way I can mod stuff to "nerf" spies entirely? Make them unavailable to even use, or at least stop the increasing cost of countering them?
When you have as many issues as I've seen (in Opera and IE web browsers), AND Firefox is broken, and it's slow, and replies sometimes take forever to show up... it's time to start over guys! Forum software switch, please!
[quote]Is that supposed to happen? Attacking without warning? I don't think I've ever seen that before.You, sir, just got hoodwinked.Don't tell me you haven't done the same - been all chummy-chummy with a race, gotten 'friendly' or 'close' and then, once you were sidled up alongside, you gave them a smile while you kicked them in the balls.The AI just tried to do the same to you.[/quote] lol I love your depiction/analogies for what just happened here.
Well, the video card(S) (it's Nvidia SLI) have a TOTAL of 1.5gb. Regular ram definitely isn't the issue either (unless it's too much lol). Even if all I have open is the editor, still no textures...until I run the game. One thing I have noticed, is after I've run the game and exited, and I go to maximize the map editor window again - there's a slight delay as the textures are read into memory-- seemingly from the hard drive! (I hear alot of HD activity just before the textu
Someone tell me if I'm seeing something that shouldn't happen or I'm doing something wrong. Or is there a bug here? [HR] Still relatively early in the game, it's going fine, but all the sudden I get assaulted by about 5-6 enemy agents. I started taking them out of course, but every few turns or so I just get a few more. Meanwhile, up and up goes my cost of getting new agents. Even with spending maxed out, I still can't be rid of the infestation completely, and it's starting to kill my economy.
Okay, bizzareness... Not sure if it's a 100% sure thing or not, but twice now it seems that if I leave the map editor open, and then start the game, and then exit... the planet textures load in the editor. wth? Hopefully that always works...
I wish. I'm running the regular little startup program, click editors or whatever and then map editors. I had thought of that and tried starting the exe from the directory it lives in, and even tried XPsp2 compat mode, no good.
Ugh! I hate this too. It's so bad, it makes me think it could even be bug related. I wish we had some sort of scripting or at least "configuration" system that let us mod and improve the AI, or create entirely new AIs! Maybe one of the factors involve with this *error* in behavior is also the race's aggressiveness level?
"the StarTypes.xml trick does work but it's a random occurance while the galaxy gets created at runtime." What is the StarTypes.xml trick? I've tried messing with that file some, but never got anything to work, even after a few restarts.
I have Vista too so I'll put some blame on that until I figure it out. Just because it makes the most sense to blame Vista, and it deserves hatred either way. I can try re-intalling those two..
No active mods? Maybe I'll just repost then... this bug really SUCKS.