- More multi-star medium and small maps. So many are just 1 star. How is it that 1 star has like 40 planets? - honestly, a deeper tech tree. Like way deeper. - jump inhibitors that are actually effective. I am new, but I dont see why they just can prevent outward jumps completely. - a few more planetary defense structures. like an upgrade that lets the planet launch nukes at ships in near orbit. - some super-mega capital ships that require way more tech and a
MagnificoGiganticus
I think this was a great post, and I approciate the OP author put into it. I woudlnt call flak frigs a COUNTER until they can kill them 2:1 without micro though. The fact that flaks are fairly useless against other types makes them a bit handicapped. Still its a lot LESS unbalanced than the forums have been implying. Could be amended by lowering the hitpoints of TEC LRMs by about 30-50%. They are carrying missles you know. maybe they woudl be vulneabile to cooking off the warheads.
So this big STILL hasnt been fixed yet? WHats going on stardock? If you wont fix it then let us revert back to the old patch versions! Mag
ummm.... GC3?
Man I love you Brad and Stardock, but please please fix the off-type defense bug ASAP! (off type defense bug is the one where damage is being subtracted from armor BEFORE squarerooting instead of after, there are mltiple other posts on this topic) This bug has paralyzed my game, and I am missing my GalCiv love badly! seems like a quick fix, like moving a parentheses or two in the combat algorithm, at least I hope so! Thanks, and emploring very tired medical reside
Military all the way. it helps mid and late game a TON, and with powerful ships you dont need to build more than 3 or 4 of them to take over the galalxy. Just mortgage your whole economy, get the crazy ships and own the universe. Mag
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In new 1.1 version, if I make a new ship design components take up the correct amount of space. If I UPGRADE the design the components do not include their size modifier for how much space they take up. For example the impulse drive will say it needs 10 units of space. On a new cargo ship it takes up 10 units, un an upgraded cargo ship design it is only using up 7 units of space (despite the description saying it needs 10 units of space). This is occuring for all types of
Thank you for the reply. If it is possible in 1.2, consider increasing the rate at which ethical events happen. They are great!! Magnifico
Well the AI takes hardly any action as it is to defend bases whatsoever, even if it means by blowing it up, all the rest of there ships will lose the 30% bonus to acttack and defense, making them easy pickings. It happened again lasty night as I was playing. My fleets were fairly equal with the Drengin, but they did nothing to stop me from blowing up their starbase (which had zero defense and no fleets near by) and resultingly all their fleets were
hmm, didnt know that starbases were always attacked first. as to post #3, Whatever the beta is doing now, it is not defending starbases well enough. All I can say is I find it easy to defend for the first 60% of the game with the first 2 starbase defense techs, but the AI seems to ignore this and let me blow up them while its fleet sits near by. And yes, I am playing on Genius, so I think this must be an oversight. I cant imagine
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4B 018 Beta AI is still having a few problems with starbase defense strategy. First of all, the AI seems to ignore the 1st two Starbase Fortification techs, which are _essential_ to defending your starbases. THe AI pumps up the starbase offense fairly well, but if the defense is still 0, it will be killed by a fleet in the first shot. I think the AI should prioitize getting 15 defense up quickly for its milityary bases as well as its resou
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Hey, anyone know what XML file to alter to get more ethical events? In the most recent Beata, I have played two games in medium galaxies and have only recieved one ethical event in over 20 hours of play. Any help would be appreciated!!!!! Thank you for the best game I have played since Rise of Nations Magnifico
honestly I can see you wanting to make a multiplayer expansion just to get the multiplayer obsessed to SHUT UP, but I for one would much prefer an expasion that had more ship pieces, more techs, updated weapon special effects, more ethical choice events, new galactic resource graphics, and maybe another campaign. Magnifico
I echo your sentiments EXACTLY, Brad. i played Anarchy Online for a good 4 months untill I realized noone role-played at all, the average gamer was 14, and there main goal was to somehow annoy everyone else or be insulting. I also played Dawn of War for a good few months, but encountered the same % that you did. MOst people just formula rushed, there was virtually no diversity, and with multiplayer games you are a slave to the vanilla choi
Resource starbases are fine. If you feel that you don't need them then let the AI have em. That and increase your difficulty level to something competitive and your cake walk days will be over. You mean 7 Genius AIs large/common worlds isnt something competitive? Have you read my post #17?
Yup, they are worth fighting for and defending. The AI is getting better at doing both. I like it the way it is. Tony You are right, I want them to be worth fighting for and a definite 'edge' as an alternative to those players/AIs who get screwed in the initial colony rush. and I dont think i
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Having been a Gal Civ 2 player since release I have come to my own humble conclusion that I think galactic rersources are way too overpowered. yeah, yeah, I know it takes 5-10 constructors, but having a starbase give you +30% to anything other than influence is overpowering. that 30% starbase takes my 15/9 cruiser up to nearly a 20/12, ant the comp's who dont have a military starbase just cant pose even a remote threat. THis is
Echo reply #1. Space sims are based off of a 'naval' model and thus bigger ships go faster. When HMS Dreadnaught was first launched she was the fastest ship in the world, despite being a battleship. Magnifico
Brad - THe writier of the Ages of Man mega-mod for Civ CTP2 also adjusted his AI to counter a 'conquerer' strategy. You may want to take a look, the Apolyton site probably has contact info for him. Basically he modded in a 'aggressor' count that was something like (the number of cities you have taken + (the number of wars you started x2) + (the number of civs you wiped out x5) - the number of turns that have passed WITHOUT ANY combat for th
Dear God yes, I will use these!!!!!!!!!!!!!!!!!!!!!!!!! Mag
QUESTION - Are you sure you want to decrease the cost of defensive ship modules? It is defense which makes a ship able to take out many times its number and make it still exceedingly cost effective at even the old def module costs. Also I kind of like that it duplicates the immense costs of building "battleships" a-la the Pre-WWI Dreadnaught arms race which nearly bankrupted nations. WHat made those Dreadnaughts so expensive was not the guns, but the immense tonnage, immense armor,