I too would really like a closed economy to control availability on the black market. I think it would make the game a lot more strategic. Barring that, I would also be happy with a reverse auction countdown or temporary price freeze. Hopefully 1.03 will get us closer to something that is more equitable.
Cykur
This looks really intriguing. Question: If you reduce repair to almost nothing (which could be cooler and more realistic) isn't the Advent fleet shield regeneration from the Progenitor Mothership going to make them able to kill just about anyone? TEC doesn't get free ships like Vasari does from RA, so they really rely on repair % and those repair cruisers. I will check this out when I have some time though, this sounds like it could make a great "epic" campaign.
Ah, my bad, I missed the part where you suggested it.
My Friends list has disappeared in ICO. I thought maybe it was a local file that was corrupted and looked for it with the intention of deleting it so I could recreate it, but couldn't find it. Any suggestions or fixes? Thanks
As stated in other threads, immediately buying crystal in multiplayer games is very important for most people's build order. Especially in games where there are larger numbers of players on smaller maps, this is unfair to the last guy with the slower computer who could be paying over twice what the first guy did for crystal. A possible solution would be to have the market prices be locked for the first 30 seconds of the game before they start fluctuating. This allows everyone to have
A possible solution could be to have market prices be frozen for the first 30 seconds of the game. This allows players to start with the ratio of credits / metal / crystal that they prefer with no one being "screwed". After 30 seconds market becomes reactive to buying and selling as normal.
the diminishing returns are on the EXTRA trade income from the ships having somewhere to go. the base income does not have diminishing returns...
I watched this in great detail, and I have to admit it was really fascinating. Mexxa was new, but so was RedLab, at least with Vasari (he didn't know how RA worked, and only researched 1 level of it). As stated, the Vasari players could have gotten a lot more bang for their buck if they had properly researched up the military tree. Without going down a line by line of what types of mistakes were made, I think we can safely say this proves that extremely high quality fleets, combined
I think they all have their perks....I think research and economist might be more challenging ultimately, but it is good to have an aggressive AI out there to keep you on your toes. They force you to protect your conquests by constantly probing...but they are not that hard, because (at least with me) they lose a lot of ships in these raids. None of the AI's are that challenging, unless they are teamed up against you.
You could do it with any one you want.....I did TEC just because I was knocking out the 1 of each TEC cap ship at the same time. Advent ships have great synergy, Vasari have great powers, and TEC ships are sturdy and can tank a bit better without the need for fodder. I think it comes down to your preference.
RA does not suck. Players suck who take huge risks by "rushing" for it at the expense of their allies or their own security. If a you let a game drag on too long vs a Vasari, he will eventually get to RA. If a team of 3 elects to have 2 people play interference while the Vasari techs up, those two people might almost get knocked out, but the Vasari will be able to single handedly fight the opposing team at about 45 -60 minutes into the game. Especially on larger maps, this is not a sucky tec
LOL, if only Gaping Maw had posted before I started typing, I wouldn't have responded, we seem to be of like mind.
I have played SoTS and really enjoyed it, enough to dust it off a few times -- I was playing it the week before Sins came out. They are different games. SoTS is not perfect, but it melds a strategy turn based game with really excellent real time tactical fleet combat. The richness of SoTS comes from designing ships and using weapons technology from a randomized tree to have very very detailed fleet battles. It is kind of like the "Total War" series, but in space. I just couldn't get
It is a tough fight, not gonna lie. Advent have the best fighter / bombers...and fighters eat missile boats alive. They are also useful for hit and run tactics. The Radiance battleships also have a "super cannon" for taking out groups of frigates and have very strong armor for an Advent ship. I usually only get 4 or 5 frigates with a cannon blast, but one person on the forums claimed he got 14 TEC LRM frigates with one blast. Maybe park one near multiple repair bases and an antimatt
Lots of good comments here...one thing to note when fighting AI is that it is not as good at defending its caps...if you are careful with yours, yours will get to level 10 and he will constantly be making new ones so they will have a hard time getting em up past 3 or 4. This can help turn the tide against otherwise fairly evenly sized fleets. When they do get that powerful, see if you can get the AI to shoot at em while you repair em with repair cruisers. It is funny watching a fleet trying t
DOH, almost forgot: Culture! Can a world be flipped instead of becoming unoccupied? Where do the people go! The point of culture is to have people join you, not disappear! Of course, all orbitals still belong to the original owner, just the planet. =) Thanks!
Love the game so far! Here are some simple requests: - A way to flag planets so ships don't try to path across them unless explicitly directed. This saves your auto-explore scout ships from trying to cross a death trap planet, such as directly crossing the grav well of a pirate base. Map Generator (which I LOVE by the way) - A way to control the min and max distance for player starting worlds so they are not all on the outer edge. - A toggle to turn
One of my favorite features from MOO2 was the tech tree -- each technology level you researched made you pick from three available technologies. After you made your decision, the only way to get the other two technologies was to trade for them or steal them.
I've noticed sometimes when I invade planets and I win by a large margin that I get one of my troop transports back, but the population still remains on the planet. For example, I just attacked a world with 2 transports and 2000M troops. I won the battle with 1700 troops (using Info Warfare). After the battle the planet had 1700M population, but I still had one of the troop transports with 1000M troops in orbit. Seems like the bug is that the planet should only have 700M population -- the 10
We know that population growth is so massive as to always put us at the 200M population growth cap, thereby rendering population growth racial bonuses meaningless. Using scenarios, I did some playing around with the "PopulationGrowth" variable to try and determine the mechanics of population growth and make the game a bit more realistic. The following info can be used by players to edit scenarios for themselves, and will hopefully be considered as a way to rebalance the population growth value
I've noticed the 200M growth cap, as confirmed by CaretFarmer, but the AI is not outgrowing me. The max population cap is going to be controlled by available food and taxation / happiness. I usually have an early focus in setting up entertainment, keeping taxes reasonable, and making sure there is ample food. This has kept me near the head of the pack for population, even against aliens with more worlds. I'm pretty sure the pop cap is being applied fairly. That said, I wo
Had a similiar issue, and found where the data was stored. When you customize a race, the game saves it in your Documents and Settings folder at: ...\My Documents\My Games\GalCiv2 You should see some files named "CurrentCustomRaceX" where X is the number associated with that race (0 = terran, etc.) Delete these files to reset the values to default before you start a new game.
Thanks for the responses -- 1) I am no longer having the problem with the ship builder. I thought I was doing something wrong because it wouldn't let me save a design, and I assumed it had to do with the modules. After restart and reload, problem was gone. 2) Hopefully the modding doc will let us tweak the population growth rate and the cap. I would personally slow down the overall population growth "factor" so that the artificial cap was not needed to keep growth in ch
EaW space battles are not too bad and very nice to look at, but I just didn't find much depth to the game. The land battles become a horrible grind pretty quickly... I do think the platform for a good game is there, and I'm expecting good things from the mod community to make the game more interesting and challenging.
What I do is use the "focus production" on social for new colonies and put the focus on either military or research on old colonies. If the growth is still too slow, then you will have to purchase.