My Drengin opponents usually go for missiles, early and often. I'm not good enough to play Suicidal unless I cheat a little at the beginning. Mostly I hop the Flagship around enough to see nearby stars so I don't have to waste time hunting for planets. If I can stay anywhere near the AIs in obtaining initial colonies, then I have a chance. (Actually, I don't feel it accurate to call it "cheating" considering that at top levels the AIs
DMF
That might be true of the lesser AI levels, or maybe it's a TA problem. But when I played DL at very high levels, in the mid- and late game the AI would follow development in the most dangerous opponent tree with appropriate defenses. Sometimes it would be fighting a missile opponent. I would jump over to the gun branch and start building gunships. Not too long after, I would see AI ships with armor. This could also be that the AI is smarter than we e
[quote who="MarvinKosh" reply="501" id="3292644"] [It requires Interstellar Construction. The OCC works similar to the Hyperion Fleet Defense, but empire-wide, and it has some additional bonuses. [/quote] That would be nice, but it's nowhere in my (TA) game with Tolmekian's mod. No one can do OCC. I grabbed each AI and did to get the finished tree, then looked at what could be built. The Terran and Torian can do OFM and Hyperion Fleet Defen
Too bad Tolmekian's doesn't include the space weapon fix. I haven't played deep into TA (always seem to Ascend) but I don't see the AIs researching past mid-level. (I do use Slow tech, though.) Already fixed the nebula .PNGs. I wonder whether I could just remove the GFX folder (and the other empty folders in the mod)? "The Yor have the Orbital Command Center (like every race), " <
You say that this mod is based on MarvinKosh's Space Weapons Fix Mod . Does this mod include that mod? If not, can they easily be merged? Why the blank nebula .PNGs? I play with paths enabled and a black background makes the paths invisible. (Thank goodness that they changed the range circle display.) I've been pl
[quote who="MarvinKosh" reply="59" id="2898797"] *point point* I think this is the button you were looking for.[/quote] No "point" in that message. All I see is an image that flashes. Do you mean the Minimap?? Not nearly enough resolution. A full-screen Minimap with filter controls would be good, though.
Related: GIVE ME AN OPTION ON THE SKIN OF THIS FORUM. White-on-black at high res is almost impossible to read! Thenk yew. Thenk yew very much.
More, most of this gripes about the UI: 5) Improve the "square" font used for some things like the Treasury balance on the control panel, and 'weeks to complete' on the tech display. At hi res it very hard to distinguish certain digits, particularly '3' and '8'. 6) CENTRALIZE important fields AND LEAVE THEM THERE! I speak specfically of the 'moves left/total moves' field. This is critical info during tactical sequences. Yet not only is the f
[quote who="MarvinKosh" reply="53" id="2896225"]The strategic display is still available, just click the triangle to the left on [of?] the mini-map (next to the zoom controls).[/quote] Not on my display. Other than the map itself, the only active controls in the area are the zoom buttons. There are two triangles next to the zoom panel, both formed by the border - the one above it and the one to the right. Were you referring one of these? If so, both
Several UI things I'd like to see improved in GC2++: 1) When a ship is launched from orbit, that ship should immediately become selected. All too often I will launch a ship, select a destination, and have the previously selected ship go there. 2) All operations that are doable with a keystroke should be undoable with a keystroke. I.e. to bring up the colony/ship list: another should toggle between lists once (o
The last link given has morphed into http://www.gamingvault.net but I can't find the files. Anyone?
This weird. In Stardock Central.Discussions, I see a relatively normal GC Strategies board. GalCiv Forum is broken as described above. And when I switch between tabs, the upper window changes, but not the lower. ~SDC~ [Message Edited]
The October poll is up. Look in the middle of the page for the link. ~SDC~
Okay, I think this is problem with Stardock Central. When I click 'Go back to Message Board' in the lower window I see a reasonable number of threads. But the only threads that show in the upper window are the Empire threads. ~SDC~
A guy goes away for a couple months and a hopping forum is down to 5 threads? What did I miss? ~SDC~
Cowboys!
Select ship on main map. Right click on mini-map where you want it to go. I almost never use F9. Just the mini-map zoom control. Still, even a 1:2 zoom out feature would make tactical combat A LOT easier. ~SDC~
In previous versions of the AI, an undefended system drew invaders like magnets. Therefore two principles: 1) ALWAYS keep at least a Defender in orbit; 2) lay a trap by taking ships out of orbit of some world but scattering the approaches with AMMs or similar and vaporizing the Transports that come out of the woodwork to invade it. The AI in the later GalCiv is much better about escorting its Transports, but a human can still outmaneuver it. ~SDC~
[quote]the principle's the same - we need consistency in our sci-fi!)[/quote] Good grief! Don't look to Star Trek for it. They have a hard time maintaining consistency within the same episode. ~SDC~
It took another 5 years to get an Military victory, and at that I attacked well before I was in an optimal position (but as it turned out I couldn't have waited because of the Tech progress). Even though population was 3 times the Alliance victory, I earned 795 points on the Metaverse. Then because I was so close to Tech victory, I went ahead and finished that way. 1582 points on the Metaverse! with all else nearly identical to the Military version. Oh, and the "Mpts" shown in the
I have the opposite problem. There are times that I want to send empty Transports to the next system because it is building a long-term project and I can't interrupt it to build a Transport (Military projects don't seem to save points like social projects.) But I have found it impossible to launch an empty Transport (or Combat Transport). The lowest slider setting that will produce a launch is 244M. You can set 0M, but the ship won't launch. >:( Is there a way to lau
There's something strange going on. I have seen cases where the cash buy is actually less than the Mitrosoft downpayment. And why is it that certain items of equivalent cost have different buy-out costs? (Can't think of example.) ~SDC~
[quote]IMHO it's good enough for a TBS. Overwise, battles took too much time. [/quote] Agreed. And it's still elaborate enough to apply principles of naval warfare: 1) scouting matters - find the enemy before he finds you 2) strike first with sufficient power at the point of decision 3) remember that naval action is never an end in itself, but is always in service of something on-shore (in the case of GC, systems and starbases). BTW, principles 1 and 2
I've wondered about this too. Stardock? ~SDC~
It would be interesting if the Senate had a little AI behind it. If you control the Senate, you're likely to be able to do what you want - but not always. Like the pre-election Morale cheese. If you lose the Senate, it might give you a hard time about changing spending levels... Hmmm. :notsure: ~SDC~