As regards your upgrade bug, did you check the stats of your ships post upgrade? Reason being, they keep their old names so it might not look like they've upgraded, but actually they have. If you did, then sorry, can't help.. Cheers.
WanderingPhysicist
It very much depends who you're fighting and at what stage of the game you're at. For example if you're more technologically advanced than your foe then a few points of defense can stop your ships taking any damage and being worn down by superior numbers. Also it's a lot easier to crank up your defense using military starbases than it is to improve your attack. The best example of this is the Dreadlords, they're chucking around ships with
It's mildly comic that you can upgrade ships packed full of colonists into constructers. Over the course of my games billions of brave souls have lined the walls in my empire's starbases... I'm just too damn lazy to spend 'em home.
I think it's fair to say that GalCiv is a lot smoother in terms of how it changes, technologically and economically. There aren't any huge milestones out there. However, on a strategic level I do find it changes quite satisfyingly, dependent on how a battle goes, what the AI had on a particular planet you've captured and so on. One example of that is when I captured an enemy's homeworld, and gained the influence wonder it had built there. This shifted the game dramatically. I went
Zorrmorph, the reason I didn't address that was because I haven't found that to be case so far. I entirely agree with your argument in as far as I think it would be great if each game were different. And yes, not because of the different starting points, but because of the choices the player, and the AI, make during the game. While I agree that there are certain tactics that should be employed pretty much every game, I don't agree that the overall strategy or game itself has to be same each ti
One counter argument to radical imbalances between races is as follows. If you know that an enemy has, as Haasen suggests, swarming fleets and you have good defenses, then if you're doing even remotely well you will always win. In the extreme limit this reduces to 9x9 table of paper, sissor, stone etc. and victory is determined entirely by your starting neighbours. Admittedly the game could withstand a bit more complexity, without destroying the bal
Personally I think the fact they take up a tile gives you interesting decisions to make. Obviously you want wonders, but if you start building one and the AI beats you then you've wasted a lot of money, time and don't get the wonder. So if you really want the wonder then you have to pay for it by building it on one of your better worlds, e.g. your manufacturing capital, slightly weakening that world for the good of the empire. I have to say I
I'd like to echo Random50's comments about blockades. I tried the exact same tactic on Painful difficulty, with the same results. My attack one defense zero ships were capable of trapping the AI to its planets for many, many turns and it didn't seem to make any attempt to break to break the blockade. My suggestion, for what it's worth, is that perhaps the AI should be encouraged to make some (more?) tactical evaluations of the ships near i
Just for balance I felt I should point out that I have seen the AI build ships that move faster than speed 2. Speed 6 if memory serves. Since my fastest combat ships were moving at a mighty 3 or 4 at this point it might have been a decent tactic. Of course my ships had more weapons, on account of the lack of engines, so they killed them when they got there. Moral of the story, don't assume that just because the AI sometimes builds slow ships that it's stupid. It doesn't always an
Just a thought. I think it would be fun to include an option to separate the the AI's intelligence from its economy. This shouldn't be too hard to implement and would allow for interesting games. Particularly fun would be the dumb AI with loads of money and/or production bonuses, chucking hoards of ships at you with no real tactics. I think it would add some interesting options to the game without taking anything away. I co
Maybe I'm missing something obvious but you can get some defense from the appropriate modules. I think the name was defensive fields and it added one defense to PD, shields and armour. This was inspite of the fact that my ships only had armour. I'm afraid I didn't have any ships with no defense so I don't know if it affects them.
Cheers for the link agnostangel. I was most amused and almost considered helping the poor guy out.
I've noticed a little peculiarity with the AI I thought I'd share. To give context, I was playing the first mission of the campaign on painful difficulty. What happened was this, I managed to set up some nominal blockades of the two Drengin planets with two attack one defense nil fighters. Then I held them in the blockade for long enough to research and produce about four transports and by this point it was all over. Now the reason I'v
>5. Anyone defending Stardock without acknowledging the central issue at hand IS a fanboy, and I hope you die in a fire. I hope I'm not the only one reading this who thinks that's a *little* harsh. On the one hand he does have a point, he's not required to submit bug reports. On the other hand if you're actually enjoying the game, bugs aside, it's not a lot of effort to help make it better. Doubtless this post will doom me to fiery torment.. Cheers.
>5. Anyone defending Stardock without acknowledging the central issue at hand IS a fanboy, and I hope you die in a fire. I hope I'm not the only one reading this who thinks that's a *little* harsh. On the one hand he does have a point, he's not required to submit bug reports. On the other hand if you're actually enjoying the game, bugs aside, it's not a lot effort help make it better. Doubtless this post will doom me to fiery to