slabster

slabster

Joined Member # 649230
6 Posts 219 Replies 202 Reputation

The behavior you're seeing is not a matter of "getting extra attacks", but the fact that a ship/fleet can initiate as many battles per turn as it has movement points. The actual performance in the battles is completely unaffected by speed. Thanks for the info - just goes to show appearances are deceiving. I guess there is no suitable explanation, except the first strike bug, as to why a tiny hull fighter with a 1 point laser can wipe out a fleet of dreadnoughts with 20 armor poin

6 Replies 3,276 Views

On a different note, I've discovered what I feel is a very significant finding relating to troop transports. Any population kept in transports or colony ships adds directly to your influence as extra population. It doesn't affect nearby planets like an influence starbase does, but it is used in influence calculations and for UP proposals. If you control influence in the UP anyway it wouldn't matter. However, in my current game I'm number 2 (the Iconians are #1 in influence because I only have 28

26 Replies 49,157 Views

Reply #15 Read the developer log on ship speed and AI. The AI wasn't designed to be able to react to fast ships, so using speeds faster than say, 20, and it's just an exploit that unbalances the game. I've been making small modifications to the ship stat files. I think my next one will be to slow the max speeds down a bit by making the engine components and sizemods slightly bigger so they take up more space. This may be true, but what does it really mean? S

26 Replies 49,157 Views

AI: Decision treesWatching the AI play with itself.. By Draginol on Opinionated Techie Posted January 17, 2007 18:42:29 Some of these decisions are more complex than others. The one I have the most difficulty with is one of the more straight forward -- what to research and when. I know this is simplistic, but you must have already established a set pattern of behaviors for example - rush phase during initial planet colonization, followed by a consol

21 Replies 49,570 Views

Just a correction: I think the game needs a few improvements to cut down on excessive/redundant forum traffic - like adding a star base management screen similar to the civ manager(it could even be a submenu). should have followed: When I play a SB influence game on a gigantic map the details really grind - it can take me 30 minutes to figure everything out each move and literally hundreds of moves. Of course there should be a tutorial with the new features (released together

22 Replies 42,226 Views

Maybe you could give players the option to used a web based display like the database uses, with little pictures of the tutorials. Also the tutorial on rally points could be improved by showing a better example, like nameing one after the star system its in, and I would like to see a tutorial on the civ manager as well. The game is fantastic, don't missunderstand me; I used to just play Rebellion because GalCiv1 wasn't quit as good. Now I just play GalCiv2. I think the game needs a few improveme

22 Replies 42,226 Views

Shouldn't the AI heuristics be weighted to speed development of better ship designs? I mean wouldn't it be nice if the AI could, for example, determine the speed of its ships for a particular opponent was too slow and redesign a faster ship version? Or say the AI observes that the player constructor movement rate is too high to intercept and so creates a speed trap with military SBs to slow down constructor movement?

18 Replies 36,624 Views

What about the new pcie 8800 video card generation? It has the capability to process game AI internally while I am running AMD64x2 dual core. Plus its faster than just using a dual core. It could handle most of the AI recursions necessary for on the fly analysis of player moves ... allowing the dual core AI sufficient time to modify the search trees similar to how chess algorithms work???? come on are ya temped yet <img src="http://images.stardock.com/gc2/T_DL/smiles/Yum.gif" bord

68 Replies 99,475 Views

Nothing fancy Mr. Draginol, I was just thinking about your comment on making a Baldur's Gate type FRP game. I guess the resources are beyond your grasp at the moment for a design from scratch type game, but what about Oblivion? Making an Oblivion module would probably be a workable project? I've used the TES4 editor and it really is a superior product. Btw, I still have the complete Baldur's Gate series which I still play.

40 Replies 63,379 Views

In my case the Precursor Rangers were always discovered with 65 hit points and just increment depending on how many turns I own them - no combat just "grew". After upgrade they went to my default huge hull hit point level of 77 and now don't increase anymore. My largest had 225 hit points sitting in my planet with an ODS - which I discovered at 65 hit points in turn 5. Bare in mind they were always level zero in the ship display.

17 Replies 8,348 Views

My odds were, off the cuff, around 30 to 6 with 70 troop advantage versus 30, and an enormous tech advantage. I had 3.5 billion pop after the battle with 5 fully loaded troop transports. I suspect something going on in the background which I don't understand. My ships were precursor rangers which I added advanced troop modules to before upgrading. The ships originally had 115+ hit points each before and 77 hit points after the upgrade and were fleeted together. I haven't built any other troop tr

15 Replies 15,701 Views

I play on a gigantic map and find it essential to name everything in order to manage my empire. For example, I always have tight clusters selected so that I can rename my rally points by their system name for quick reference. I name fleet garrisons also by their system name. I name starbases by type, so that for example, an economic resource mine which happened to be the third I aquired would be MINE ECO3 and I add a "." followed by the number of modules so I can track upgrades - so in the above

57 Replies 40,453 Views

Here's a trade update to those interested. In my current game I have just discovered an interesting phenomenon with trade. I have 23 worlds and my average trade income is almost 2k bc per week. I have numerous economy starbases in my ally's territories that are placed on intersecting trade routes (my total sb number is slightly above 115). I experienced a random event called a "bull" market while I was slowly being dragged into oblivion by the Iconians who mandated everyone go to the default no

21 Replies 10,144 Views

Dear (Citizen)DethAdder, If I understand you correctly, are you saying that economy starbases can actually increase the output of global resources such as tech, economy, and military??? Is this true in DL and DA both?

39 Replies 23,870 Views

In my current game I have 88 ships - 54 are percursor rangers I discovered which were basically obsolete. I decided to upgrade them with advanced troop modules, loaded them up and placed them in fleets of 7 at my military SBs. I just invaded the Arvantian (?) world with pop 12B using 6 ranger transports carrying 6000 troops. The world had 40% morale and I used information tactics to get a total troop count of 10000 versus the planets 12000. After the battle I had 3500 troops left and I lost 1 ra

15 Replies 15,701 Views

I've been wondering about why I can invade a planet with 12B pop using a fleet of precursor rangers modded with advanced troop modules (making 7k troops right?) and after the battle it says I have 3k survivors but when I check my fleet I've lost 1 ranger transport and have 6K troops still loaded on my other 6???? Is this a bug?

26 Replies 49,157 Views

Reply • Quote (Citizen)IAmGoryFebruary 23, 2006 16:28:12Reply #22 Ah but no, you misunderstand! Cool'n'Quiet isn't for lowering your electrical bill; It throttles your PC in idle times to a lower clockspeed for temperature reasons (and often to lower your cooling system - especially in shuttle PC's and laptops). it is however not supposed to happen during 100% CPU useage, which it *was* doing, usually mid-game while I was playing Half-Life2, Civ4 and whatnot. Technically changing your pow

73 Replies 207,029 Views

Dear HydroAC, not to sound picky, but engines in DL add extra attacks, at least in simple combat mode, since your allowed one attack per movement point (also there is the first strike bug I've been reading about. Supposedly in DA they corrected that problem, but have a new one with defense?). I once attacked a fleet of 11 pirate dreadnoughts in a DL senario with a single tiny hull Yor fighter. I had 2 Hyper-Mk3 engines, 2 ultimate invulnerability, 2 zero-point armor, 2 areon missle defense, and

6 Replies 3,276 Views

I have finally discovered tutorials. I should have realized this before, but I thought I had scrolled thru them all when I hadn't. The end of the scroll bar was too small to see any difference but I clicked by accident and wow! A whole bunch of tutorials I missed. Maybe SD could give players the option to used a web based display like the database uses, with little pictures of the tutorials. Also the tutorial on rally points could be improved by showing a better example, like nameing one after t

399 Replies 225,017 Views

Could this be an after affect of some ship mods I down loaded? This is only my 2nd DL game and I just discovered that mods are enabled by default - I didn't even think about the options menu until I tried metaverse and it told me I had mods enabled.

17 Replies 8,348 Views

How come my precursor rangers have 100 plus hit points, but if I upgrade them the hit points drop back down to 77? In my current game I have 54 precursors out of 88 ships. I decided to upgrade them by adding an advanced troop transport module to all my precursor rangers. After the upgrade their hit points dropped to 77 each.

17 Replies 8,348 Views