weepy

weepy

Joined Member # 1180438
1 Posts 3 Replies 674 Reputation

How long can/will Stardock continue to better the GC2 AI? Another month? 3 months or until the 300K after release budget dry up? I'm thinking more of a different version of GC2. If developing 9 Races are too much, why not reduced to 3 or even 1? If game rules are too complex for today technology, why not simplify it? Stardock set the rules.

11 Replies 19,464 Views

I love GC2, the AI is the best in any computer games I have played. But one thing is missing from the AI that make it perfect: the ability to learn from game to game (pls correct me if I'm wrong, I will be delighted if GC2 AIs do indeed learn from the human player) Can Stardock develop a learning AI? One that can learn from the player. It need not be able to counter the player strategy in a single game, but over a few games, It is able to le

11 Replies 19,464 Views

Another changes I would like to see is improvement to planet defence/ship docking. Right now the only planet defence are fleet in orbit and population to fight off an invasion. It is hard to image a planet does not have some form of self defence against spacecraft, such as near orbit defence satelite, ground based Anti-Space Craft Gun, ICBM etc etc. My suggestion is to: 1) Attack strength of fleet in planet orbital defence re

11 Replies 11,663 Views

I can't EDIT my #2 post, continue here At the start of every fleet battle, let the user either set 1) pirority target for each of his ship. 2) pirority target for the entir fleet 3) default So, I'm able to set that hugh capital ship for my topedo fighter, and take out the enermy fighter escorts with my mid-class destroyer This will at least let players have "some" controls over the fleet battle, this mig

11 Replies 11,663 Views

I like to see Ship type specific weapons e.g. 1) High payload topedo that can rip thru capital ship, but due to their long lock time and slow speed, have only a relatively low chance of hitting a fast fighter. 2) Rapid-firing AA gun that take down small fighter in a breeze but it bullets are only as if insect bites to capital ship. 3) Very destructive weapon (be it laser, missile or mass driver type) that can only be carry on

11 Replies 11,663 Views

I have started a few normal game playing a custom race with random number of opponents (The option 1 pass the Max 8 opponents in game creation). I alway resulted in having All the major races in the game. Is Randomise in the game creation option = random number of opponents? or is it a bug? When into the game after I have meet all races, in the Treaties window, my custom race logo is moved from the usual 1-old-clock position in t

0 Replies 2,625 Views

I have experience same problem for a normal game (have only played normal game till now). Had Try copying the galciv2/MetaverseData/startypes.xml file to your galciv2/Data folder. Restart a new game. No more invisible star. One thing to note, the startypes.xml in MeteverseData is newer than the startypes.xml in Data folder

16 Replies 5,417 Views

It might help to think about the % of spending as % of work hour. In each game turn, i.e. 1 week. Let say all population on a planet can only work 1 thing at a time (clone control by a super computer? ) How many hours of a week do you want your population to run your shipyard, social production and lab? for simplicity, let say spending are set at 100%, factory capacity at 70BC and lab at 7BC If the shipyard is worke

58 Replies 28,149 Views

The math to Burianek 's tech spending might be like this capital = 24 x 40% = 33.6 round down to 33 lab = 9 x 40% = 12.6 round down to 12 33+12 = 45, lab tile give 100% of 9 so total research = 45 + 9 = 54

23 Replies 14,079 Views

Bug: No Fog of war in Domestic Policy -> trade window Alway happen. Start new game, open domestics policy, click trade, no Fog of War on the map. close domestic policy window or select other tab, when next return to domestics policy->trade, fog of war is now On. PS: when 1st open domestics policy window, note that although Economy window is being display, the Economy tab is not highlighted.

188 Replies 103,329 Views

When is higher level tech is acquired (via trade, gift, invasion etc). The research cost of related undiscovered lower tech should be reduced to reflect the fact of somekind of "reverse engineering" is involved. The discount can be related to the different in tech level e.g. level 3 tech gives 10% discount to undiscovered level 2 tech, and 20% to undiscovered level 1 tech. The effect can be cummulative. e.g both level 3 and level

6 Replies 7,236 Views

When a higher tech is acquired (thru trade, gifts etc), if research cost of undiscovered tech should be reduced to reflect the effect of some kind of "reverse engineering" or "reverse discovery". e.g. when Impulse Drive is acquired, if Ion Drive is not yet discovered, the research cost for Ion Drive should be reduced (say to 75%?) and undiscovered New propulsion Techq reduced to further.

0 Replies 2,512 Views