MacsenLP

MacsenLP

Joined Last seen Member # 871056
36 Posts 350 Replies 15,114 Reputation

Any chance of a map replay turn by turn at end of game ala Civ3 style, (showing influence, planets taken, wonders build etc) always liked that feature. Havn't played civ 4 so don't know if they kept it or expanded on it. Story thing sounds good Lenius.

49 Replies 69,267 Views

At the moment i'm finding masochistic a bit too challenging on the maps settings i play unless i have a planet advantage from the start. And Crippling is way to easssssy!!! Is there a text file somewhere so i can alter the production bonuses the AI gets. Think Maso is 100% would like it if i could alter crippling to say 50%-60%% bonus. thx Lenius.

4 Replies 9,177 Views

Yes splitting production means you get everything slower at first. Uh no... splitting production like the AI does means you aren't doing as well as you could. If your slower at first your not going to catch someone who was faster at first, all things being equal... Lenius.

9 Replies 12,710 Views

This is what i try to achieve: 100% Spending 80% Taxes i.e. the maximum 100% on which area needs it most eg military on colony rush. Splitting production just means you get everything slower. Lenius.

9 Replies 12,710 Views

The AI is always building ships because it splits production 3 ways constantly so in effect when it gets something new tech wise it should upgrade its designs every time. Lenius.

53 Replies 66,723 Views

Or better yet, upgrading every time they get a new ship component. Yeah i'd like this as well, my list was the minimum i believe to make the AI competent. Once per year which it is now means the AI doesn't stand a chance v decent human opp. My minimum list would hopefully make the AI competent and not be too CPU intensive. Personal

53 Replies 66,723 Views

Great to see so many Gal Civ 2 fans in support of more upgradining for AI ship designs. List of the minimum amount of upgrading needed for each seperate AI: AI reaches: Impulse Drive Warp Drive Warp Drive Mk V Each Hyper Warp tech Every range module upgrade on large maps or bigger About every 3 weapons or defence that AI gets And every AI at least every quarter If the AI's upgraded when achiving these techs then I

53 Replies 66,723 Views

Completly agree with ignuss as long as I dont have to wait 5 mins per turn for example. 1st year is prob biggest problem this is why the AI keeps producing speed 2 colony ships i assume. This is BIG problem if the AI is going to have a hope of winning v decent human opp. Adjustable CPU thing would be fantastic!!!!!!! Lenius.

53 Replies 66,723 Views

There is a reset PQ bug when you load/exit game. Going neutral solves prob kinda at moment. The AI is affected as well though, mentioned this bug throughout betas had no response from stardockians. Lenius.

4 Replies 3,523 Views

Hi Brad/Frogboy, out of interest (hope you havn't gone quite yet) if u save and reload a game will it update the AI's ship designs at that point? Hopefully in future patch AI will redesign their ships at least every quarter. The Terrans still havn't researched a single propulsion tech in my beta 4a game after 3 1/2 years no tech trading, hope this is freak occurance. enjoy your well deserved vacation, Lenius.

53 Replies 66,723 Views

I think although it may be less that a planet with 2600 on it will produce the max amount of colonists it can each turn. If you have no pop growth bonus then you will add 75 people to that planet every turn assuming 41-75 morale. If a colony ship takes 2 turns you can keep the planet at 2600 (max growth and ship colony out with 150 pop every two turns). 100 morale would be 2 turn colony ship with 300 pop and staying at 2600 (max growth pop

20 Replies 14,516 Views

One thing I haven't seen mentioned: The AI's will send colony ships with 50, instead of 500, on them. Check out my first post... (i said 30odd which i often see sadly). This actually affects them massively. It means the AI economy takes a lot longer to grow, their influence per turn is l

20 Replies 14,516 Views

I don't understand how you can execute your strategy. The trick is not to colonise planets when the colony ship gets to them. This this saves money which you would otherwise lose in maintenance i.e 12pt per colony. You should only colonise when an enemy colony vessel can reach that planet in 1 turn

20 Replies 14,516 Views

Think your strat is very flawed h13coplus. Many of your planets will be low population planets which will mean your economy will take ages to get going. If you use sensor bonuses you wont need scouts at all saving a lot of time. Buying all those factories is waste you could build them while buying colony ships. Using non homeworld to build colony ships is prob not a good idea unless you are on a second colony phase and they have at least 1000 colonists. What i do usually... <b

20 Replies 14,516 Views

Colonisation is one of the AI's weakest areas, (it has more affect on smaller maps/planet numbers in my opinion) they frequently build movement two ships and often take ages to get impulse drive and overload on range modules which means there ships are even slower. It's not the AI's which are colonising fast (unless u have a freak game) it that your slow piekillerman 5-8 planets in a year seems like a shockingly low number, how many colonisable planets are there within 5 sectors of yo

20 Replies 14,516 Views

I'd be happy to send brad my current save games if he likes just need an e-mail address to send to. On Gigantic maps compared to large you will prob meet another race later into the game so thats why you are not seeing as many slow colony ships because they have had more time to research impulse drive for example. Lenius.

23 Replies 30,403 Views

In my experience, the AI does build colony ships with at least 3 if not 4 points of speed. They do eventually , problem is a half decent human player has already colonised many of the planets the AI's should have gotten to because they have been producing movement 2 ships. The colony phase is

23 Replies 30,403 Views

Personally I think TBS games are pretty terrible for multiplayer because of many of the reasons posted. The problem is with TBS games the AI is always so poor that the only way you can play the game against a decent opponent is by going through the multiplayer minefield. Hopefully Gal Civ 2's AI will change this... Lenius.

91 Replies 138,228 Views

Features are easy. Computer players who use them effectively are not. It's refreshing to hear this. I played Civ 3 for hundreds of hours but the people who made it didn't seem to concerned about this fact. eg the AI didn't have a clue how to use artillery/armies and many other things. There are so many great stategy games that have fallen fo

23 Replies 30,403 Views

I believe, based on previous Journals, that he specifically chose them to give the AI a hard time. If I remember correctly, the AI generally does best on Medium maps with lots of planets. By limiting the planets, extra pressure is placed on the AI, making it a better test of how well the AI is playing. <br/

45 Replies 139,326 Views

Maybe that is why you never lose a planet. You keep playing the game that "suits you best" I tend to play large map size, about 75 planets 5 opp's rare anomolies scattered clusters. These settings should be a heck of a lot harder than the 2 planets each setting that Brad was playing. I'd be up for any settings challenge you care t

45 Replies 139,326 Views

I long for the day when the AI's can give me as good a game as there giving you Brad. Played about 10 games mainly crippling/masochistic and i've sadly never had the misfortune to lose a single planet. Journal entry seems amazing even though your start settings (eg planets, map size) were pretty crappy imo. <TD class="mb-Body-Quote-Text"

45 Replies 139,326 Views