I agree there are issues with it, like I said I think any fix would have to be a result of totally reworking the fleet system. Fleets should be much larger (I would prefer them be unlimited in terms of size and have logistical ability basically serve as a multiplier of effectiveness) and should be able to be deployed in defense of a number of systems. The player can do this, at a great deal of micro-managing currently. I simply propose to automate that as much as possible.</
BigJKU
[quote who="LTjim" reply="12" id="2341933"]I think you vastly underestimate the coding tasks. Vastly. For example, what if you encroach with one fleet, spot a huge reaction fleet, and split into multiple TFs? What if you cross the border with two fleets a turn worth of hexes apart? What if you enter with one fleet, stop, and build a big mil SB deep within the AI borders and keep your fleet within its umbra? What if one player fleet is arm
[quote who="LTjim" reply="6" id="2341091"]I have a follow-up question. Is there a way to tell what the AI slider settings are on any particular turn? If all has been researched and all buildings built, the AI may simply reset the sliders to 100% military (ship) production, rather than divert some to fund the social production necessary to convert labs to factories. As long as the AIs did that reset (100-0-0), the Suicidal bonus should make them pretty tough, given
[quote who="Corlanis" reply="4" id="2340534"]Well while playing on the biggest maps with tech victory on instead of sitting there hitting the end turn button take the ships youve been useing to hold off the opponent and go kill some off that way there's plenty of hot military action in 1/3 the time of sitting in a long drawn out cold war waiting for end game weapons and the inevitable ai drop off you speak of. Start wars early lots of fun in that have everyone fightin
Hell, at times the AI just seems oblivious to anything you are doing. Because the AI did such a lousy job of R&D I play most of my games with everyone maxed out from the start. Otherwise I tend to end up miles ahead unless I slow myself down so I just cut to the chase to see what the AI will do in a balanced game. I go to war with the Torians and I am playing as the Terrans. They started it by attacking a starbase with a group of ships that was not strong
Furthermore, fighting at home should have further benefits. I want to see mine fields, I want to see planet mounted canons shooting down capital ships, etc. Finally, I would change the (currently useless) planetary defense improvements to provide a bonus to defending ships, in the same manner as military starbases. The next kind of battle we need to see more of is starbase battles. Remember that awe
Yeah, I am aware that you can ask for them to give you stuff. But I think the AI views it as you asking for a handout. It is hard to do diplomacy, particularly as an evil race, without being able to threaten war, or piracy on trade routes and such.
I completly ignore my racial disposition towards good or evil and I flat out attempt to survive early in the game. As soon as the colony rush is ending and I have the tech for a weapon or two and some transports I head straight for the biggest manufacturing and research worlds of my nearby opponents and seize them. I might not even keep them but it does not really matter. I just want to wipe out the improvements and cripple them for a few dozen turns. They won't trust
Love the game, it is well put together but there are a few things that I think could be added, particularly to the diplomacy aspects of the game, that would balance things out a bit more. 1. The game badly needs to give you the ability to threaten as part of a negotiation. Often I will find my self as the dominant power in a conversation having to pony up a ton of cash to get a planet someone settled in my area of influence. This is despite the fact that I am more po