Kosty

Kosty

Joined Member # 648724
23 Posts 370 Replies 390 Reputation

Dem bonez dem bonez them dry bonez. Small company Limited resources Debut as a single player game No guarantee of payback for development time Multiplayer needs lots of development time to work Announced plans for expansion with no multiplayer Want to tweak and improve single player experience Multiplayer fanboys have been very vocal and abusive Polls on limited support by existing players for multiplayer Multiplayer nice but most players bought for s

16 Replies 10,425 Views

So, keep at it Brad, we do appreciate it! And if we show some frustration at times, just realize it's because you are close and we can see that with a little more improvement we are gonna have the game we always dreamed of having. So true. Brad, your are creating the game that so many of us have wished existed for long time. Gosh, I'm getting

87 Replies 86,348 Views

I see the AI still sitting a lot on lots of cash. AI planet development is much better but often I see planets that re not fully developed still. I would like to see the AI Pearl Harbor me, attack me without notice. Now I get a one turn warning in effect after he declares war on me where I can move units. I would rather have to watch the diplomatic relations slider and have a chance he would attack me first if our relations level get too low. Without warning.

20 Replies 30,575 Views

Not directed at you V1M. You've been playing for a while. Nothing wrong with not submitting to the MV. ANd I think all your comments have been civil and constructive. Its not actually even directed at any in particular in this thread. Its just an observation that the most critical AI posters seem to be either new or set in their ways and seem to be unnessarily abusive. I think the AI can certainly improve. So do the developers. They obviously listen and provide

87 Replies 86,348 Views

, let's just say that I don't like when game developers promise to improve a game's AI, then whine that it's too much effort to do so. It's your fucking job, man. Do it. Don't whine about it. And, for God's sake, don't whine about it in a "blog" BTW this is an absolutely clueless unfounded insult to the Stardock devs and to Frogboy in particula

87 Replies 86,348 Views

Why is it that the most vocal AI critics don't have a metaverse posted game on the higher levels? Someone who hasn't played a game beyond challenging is in no position to be an expert in the AIs limitations. Its good enough now to make the game interesting and replayable, and the devs are commited to getting it better. Its a challenge at the higher levels, I have to fight to win, and I'm no stooge.

87 Replies 86,348 Views

1. In version 1.2, the AI has gotten better about what to build, but not the pace of planetary improvements. I'm still surprised to find mid- to end-game AI planets that aren't fully developed... 2. Have the AI actually spend their excess cash. . 4. Have the AI prepare for war...not just declare it without having been prepared with appropriate fleets/transpo

87 Replies 86,348 Views

get a basic mid range trade routes as soon as possible. You don't turn the corner until trade kicks in usually, and a high morale helps build your pop up.

24 Replies 14,556 Views

And the final point is that 1.2 fixed fixed virtually ever identified bug in teh game. That's amazing in itself. The long list of improvements including the AI enhancements have made this game a classic. I can't wait to see 1.3 and the fall expansion.

87 Replies 86,348 Views

To the OP. Its a Game! Brad, I think most of use who have played the game for a while, or have seen it through the series of patches know what kind of a job you guys are doing. Most of us know that the AI is competitive at higher levels but is handicaped against an expert human player especially at larger galaxy sizes. I don't know many humans who could consistely beat me, and and least the AI sticks around and keeps playing! The new AI in 1.2 seems to be much

87 Replies 86,348 Views

hey, Its now back on the Home page. I do like the one DK noticed, but I'm afraid newwbies won't see it There's a new (much better) one just under the categories listing on the front page of the new forum.

3 Replies 3,473 Views

On my browser IE 7 Beta3, and maybe others the box on the left hand side for recent posts, is only showing up when I click on the journal box and I go to the journal page. When I am on the forum page or forum list or home page the recent post box disappears and the review box takes double space . The contents in the recent post does seem to contrain the forum possts even when I am in the journal section.

3 Replies 3,473 Views
Reply to Speed Limits in Modding

At higher speeds just remember that the AI can't coordinate as well as you, so it really a flsesh and blood player advantage. It helps agains the AI bonuses at suicidal level. But as a practical manor, it really helps speed up the game mechanics on large galaxy sizes. Because of other stuff you want to cram on warships, and the limited number of engines you can place on tiny or small hulls, effective warships and balanced fleets can't have insane speeds. But constructors

9 Replies 4,537 Views

What are the exact growth rates and how do they correspond to the color coding on the cov manager? I know 100% doubles population, but what are the exact growth rates for the green yellow and red colors? I can't remember what exact percentages are?

11 Replies 4,555 Views

When they landed on the world they became civilians and subject to the rules affecting population on the planet including pop caps and morale growth reductions and increases. If you put them down on a high PQ world with room for pop no problem, if you put them on a small world that is over its pop cap or with low morale, then zap. The population hides from taxes and is no longer available. Not sure if it would happen in just one turn though.

6 Replies 4,117 Views

Suicidal is tough. Strategy depends on map size. One thing to keep in mind though is that you want to put up a fleet to discourage attacks as soon as everybody starts getting ships built. You cannot outproduce the AI is everyone grows up in their initial colonized space. You must conquer one neighbor or multiple minor races with super planets right as soon as you can. You need twice the geographic terrain under your control to equal the AI's production. The

10 Replies 24,355 Views

If it happens to me , hiding it and then unhiding it works for me.

4 Replies 3,845 Views

Another game with the same settings could have played out differently. IMHO the tech gain after planet conquering is not unrealistic, or cheesy, if it happens in the normal course ofo events, after all tech is there and in teh chaos of an invasion stuff happens. Right now in teh current version the mechanics are really working right and the invasion tech gain is working as designed. Would be nice if there was a toggle, but you can always stop a lot of the chees

14 Replies 12,190 Views

The real problem was that it was so buggy that by the time you understood the complexity things didn't actually work the way they said it would. Just saw the unofficial patches and may eventually give it another try but I am having to much fun now with GalCiv2. GalCiv2 has that unique mojo of the I need to play "just one more turn" and has a great balance of strategy and about the right combination of available micro management and long term macro management. Moo

16 Replies 27,312 Views

At higher levels it is essential that you get positive cashflow as soon as possible and avoid being attacked while you are developing. You must: Win the colony race by using fast transports to grab border worlds. Get trade as soon as possible and max trade routes. Get a min defense up as soon as other empires develop ships. Get production up at running and get ahead in one weapons tech by trade or research. Choose one neighbor early as a victim, so

19 Replies 15,417 Views