I'm also going to put in some additional difficulty levels so that players have more graduated difficulties I havn't played Gal Civ 2 since one of the 1.1 betas I think just before the new combat system came in. Basically because I couldn't find a difficulty level that was both fun and challenging. Crippling was way to easy and maso you could
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Any stardockian read this thread? Would love to know what they think about the current difficulty levels and what the plan is to improve on them. The way e-stab says you can win the game at maso or above just isn't fun, and the fact is by the time the AI has researched the whole tech tree it should have won the game anyway. Lenius.
Great post as usual iztok. The difference between crippling and maso is massive like u said and needs ergent addressing in the next beta/patch. I have given up 2 maso games recently nearly to exactly the same turn as you have because it's just no fun trying to catch up against those odds. Even though the AI's are still doing lots wrong at Maso level the production bonus and ability bonuses combined are just to much. Personally i would like to see a difficulty level with maybe 25% p
My guess is that the PQ improvement is lost on reload, yep, this is exactly what happens. Especially annoying on low class planets because the population cap goes down with the class. <br
Great pic Vanchelon. I have posted about the PQ returning to the original level bug more times than i care to mention and not recieved a single response from a stardockian. It has been in the game throughout the 1.1 betas and possibly before, this needs to be fixed by 1.2 !!!!!!!!!!!!!!! Base class was 7 and even tho the planet has gotten new t
Good post JamieJME i too have asked for no tech stealing (invasion or otherwise) unless you have the prerequisite in one of homepage entrys. Quite frankly the argument over whether skipping sometimes over half the tech tree (eg laser to doom ray) is realistic or not doesn't matter. The fact is it's potentially very game unbalancing and also not very fun. Changing it should def be a priority in the next patch or maybe give an option in the game so we can choose.
Perhaps a gift should only increase one level of relations eg warm to friendly once every two years. Also the needed amount of the gift should be relative to the strength of the empire in question poss economically. eg if you gave 50 quid to a tramp he'd love u forever if you offered a 50 quid bribe to a multi millionaire it would likely pi$$ them off. Lenius.
WISH: This could be my stupidity. I wonder if there is a way to prioritize manufacturing type improvements ahead of all others, always? Yeah, a buildings priority upgrade governer bit similar to Gal Civ 1 would be nice. Also being able to specialise a colonys production from the colony management screen would also be very time sav
Be interested to see how it reacts to me going for a tech victory... Perhaps the AI's will send a message saying ' whats this tech victory thing your going after? And why can't i acheive it you cheating human $%^#!!!' or perhaps not...
Ummn there is already a very good Galactopedia available for download via this link> Link This is a stand-alone program but even shows you the parts you have on your custom ships!!! With this there is no real need for a built-in version. Stardock can spend their precious time and resources adding in something that is new and not adding in something we can a
Any chance of the new combat system beining in 1.11? Can't wait to try that out.
new intermediate map sizes would be nice too Large and Huge would be nice Yeah that would be nice would like a 10x10 map myself.
So are the goats gonna be in 1.2 or are we gonna have to wait for the expansion pack?
I've read posts on the forums that people have stolen the tech victory tech in there games from the AI's. This brings up 2 big points... 1. Stealing tech when not having its prerequisite should not be allowed to happen. 2. Can the AI's win by tech victory or not? If they can't i feel that it's pointless in having it, in affect us players would be cheating by using it if the AI cannot. Lenius.
Why not just say the whole tech tree is bad. What u on about...? The tech tree is fantastic, a very simplistic quality design. Gal Civ's 1 tech tree was a complete nightmare in comparison. I love Gal Civ's 2 tech tree, almost everything is where it should be. Lenius.
The only building in p22's list imo that might need adjusting is the banking centers. I'd say that the rest are prob not only well done but prob spot on. A massive part of this game is knowing what to research and when, a lot of the buildings on this list I've never built in the 14 games i've played simply because my games havn't lasted long enough to need the tech required. But it's nice to know that there are worthwhile upgrades to improvements should i feel i need them. <br/
However there is currently a BIG difference in difficulty between these two adjacent levels. Completely agree with iztok, would love to see a level inbetween or crippling made harder or adjustable difficulty levels. Perhaps all of those.
This is also a good idea and (it would seem) a more balanced alternative to the above. Although, what happens if initiative is the same for both fleets? Could be same same as is in 1.1 in a tie, or random roll or fleet with fewest ships or fleet with most ships attacks first... loads of ways. Lenius.
Combat change sounds great, although i was thinking an initiative thing might be an idea eg total all the ships logistics value of a fleet eg 2 fighters and 2 heavy fighters would be logistics 10 devide by amount of ships in this case 4=2.5 vs 1 frigate and 1 heavy fighter =4+3=7 logistics/2 = 3.5. The lowest end value would attack first this would give advantage to fleets of lots of small ships signifying manaurvourbility. Anyway just an idea... CPU thing sounds great and furth
All of these improvements are great as long as you have the production to build them. I think calling them bad is giving them a poor statement. Some may not be much better than a previous iteration but are still better and should be built at some point. What you should have written is to hold off research on certain things because there is not much of an improvement. eg researching from trade centers to stock exchanges in one go is a good idea because banking centers offer little i
1 win with each race posted on metaverse ala yor, drengin, torian so on... At least i think it is. Lenius.
I think the scattering of stars has a big affect. The more scattered they are the bigger chance of dual/tri/quad star ownerships and culture comes into play. This means that culture plays a bigger role and wars are more likely due to closeness and alarming influence, this makes the game much harder and enjoyable in my experience. Tight systems allow for isolation and much more selective wars making it much easier for human players. Lenius.
Map settings and number of opponents can have huge affect. There are many situations where a lesser difficulty level eg crippling could be harder than many maso games because of the map settings. Out of interest what map settings do you play meglobob? Lenius.
Your playing at a difficulty level that a chimp on a tricycle could beat... try masochistc. Lenius.
On most maps the AI's use too much life support modules. imo gigantic maps are probably the only maps that the AI should be adding range modules on there attack ships, non combats are fine as long as there not over doing it which i feel they currently are. Ultimately the AI should be adaptive to what map it plays on as to when adding range modules is concerned. I think the AI in 1.1 has made attack ships to a very high standard but non combats need much more speed less range imo.<br