I definitely am a proponent for stretching out the Age of War period, say at-least doubling of research costs there on out. Research victory seems to be too easy IMO. Regarding manufacturing, yeah, on any reasonable manufacturing dedicated world, you can build something once a turn, but I prefer to keep military and social split, and i typically target social building to finish a building every 3 turns, and keep a decent amount towards military production.<
dansiegel30
I am a beam boy. I just like the way they look. Therefore, to help reduce the Range advantage from enemy missiles, I try to put on thrusters so I can close the range gap more quickly. Or, another tactic is to build your beam ships as interceptors. They are practically in range with their beams right away. True about an interceptor having high speed to get to the support ships, however you have to nearly destroy all of the other enemy ships before
In short, planetary defense is MUCH more effective than resistance, in terms of invasion defense (resistance however helps against culture flipping as well). Check out the WIKI for some good info on invasion mechanics: http://galciv3.gamepedia.com/Ground_invasions Currently, there is a bug with invasions results - if you win on offense, you lose none of your marines, just defender casualties. But in general, you do want as many
According to shiphullstatdefs.xml, it appears that the larger the ship, the less natural acceleration it has. That can obviously work against you if you have a mix of ships however. Besides other typical modifiers, I dont see any relavent differences between the ship classes. However, it looks like it would be quite easy to mod in a natural jamming capability for each ship hull, making smaller ships more difficult to hit than the larger ones....which makes a
Terran AI doing well?? Quite Impressive!! :)
I just looked around a bit more, and found more details on the mechanic for "war endurance". Each faction has a different war endurance base, and all races "recover" war endurance, so I would say keep on destroying fleets and invading planets, beyond their ability to recover war endurance. FactionDefs.xml: 90 FactionDefs.xml: 150 <-- DREGIN - most
Its a very valid point. However, while we have all seen/read of armored battle stations and incredibly large starbases in sci-fi, I dont think we have examples of incredibly well armored construction platforms. Would you propose the upgrades to be done via social spending, or military spending? (hence, tie up the shipyard while upgrading). In one respect, its nice to have a fairly important space based target, to be quite defenseless and fragile (they do have more HP than st
some modifiers to take into consideration: GalCiv3AIDefs.xml: 0.4 GalCiv3AIDefs.xml: 12 GalCiv3AIDefs.xml: 10 GalCiv3AIDefs.xml: 0.30</AcceptPeaceFromAIE
You, cheat?? No, I don't believe it.... Nevertheless, hats off to you finding yet another exploit and abuse of a system. Any prelude to your next challenge? I believe baby seals will yet to be born until winter, but if you check in the southern hemisphere, I'm sure you can find some recent newbirths.
I like the idea of having to destroy enemy starbases prior to invasion, to help prevent rushing a planet. Your mod however doesnt force the AI to do so? From your tests, have you seen the AI bypass your SB based ground defenses, and get wiped out, losing quite valuable population? I know the human would understand the concept while on offense, and clearly recognize their need on defense, I'm just not sure if the AI would. Hence, without the right AI tweaking, it co
This I think is THE biggest military problems the game has . Once the human gets into a steamrolling mode, the near lack of invader population loss during a successful invasion allows the human to just keep on rolling. The AI is much more conservative in this manner when it could be performing invasion steam rolling. Plus, the AI will perform invasions which lose, rather than amassing enough troops to ensure 100% victory all the time.
In v1.1 (still an optin as of now), there are 2 game options which possibly alleviate this problem. 1) Show all Ship Designs 2) Show Over Capacity Designs. The first option I believe will show ships based on other race's hulls, to be available to you, Not entirely sure. The second option, I have certainly see work - it will show ships that you dont have the capacity to build, it will show them greyed out, but neverthe
Just remember to have restraint and not use the exploit of moving more population to a planet which the planet can support. This should be easily correctable by the devs in the future, but until then you will have to rely on that moral compass.
Well said. I'd as well be most interested to hear the dev's plans, I have confidence that they have understood the problem for quite a while, but they are following their original schedule of correcting bugs and providing mission critical new features in 1.1. Perhaps we will see something done by 1.2 or 1.3. But hearing the details of their plan prior to 1.2 will be most re-assuring to the community.
I'll try that. Normally, I just make sure I'm still zoomed in on a planet with no starship action, and it still takes long. I zoomed out, where I could see starship action, and there was no difference.
[quote who="MottiKhan" reply="4" id="3570684"] I hadn't thought of battles between turns. I do mine during the turn. Yes, that would be maddening. I'm not a fan of the little time wasting mini battles that happen when you choose "Quick Battle". It's not quick when you still have to wait through the useless animation. I read somewhere that they cut that time down and even thanked them for it, but I'm not seeing any improvement. Why, oh why
I am supposing that they have to handle all ship moves in a realtime fashion, so that they can give you the benefit of watching enemy ships during the turn processing. Albiet this is extremely useful in certain situations (early and early-mid game, where you are focused on 1-2 battles or enemy ship moves), it does certainly contribute to mid and mid-late game slow down, and it much less useful later in the game. I'd like to see an option to disable this realtime ship movement
Addressing this could indeed have some impact on the large vs tall debate and colony rush, as range certainly impacts an empire trying to expand beyond its borders, rather than invest in the current empire. Are we meant to obtain the best life support tech within 10 turns of beginning a game? Certainly not I think.
Having not designed any ships myself from scratch, I can only attribute it to oversights in horizontal/vertical hardpoint binding made by the original ship designer. Yeah, it can be quite a pain. As well, some designs cause an automatic symmetry, without being able to remove it. I then have to add a second component in a trivial location, and make that component invisible.
The lack of Key Binding has certainly been brought up, and understood by the devs. If you watch the dev streams, I know it has been discussed there. However I dont remember their intended approach or when.
Yes, but the evolution algorithm would then later be a source of debate. :) Better to allow you to choose it, after you decide to design your next line of common constructors. A few added button clicks every few dozen turns would be a nice compromise to snuff that issue before it even starts.
The fundamental purpose of any all inclusive organization would be to promote peace, prosperity and common defense. Speaking of your scenario, a few games ago, all of the "bad guys" had the most votes, and the good guys all left the UP :) I decided to stay, just to keep track of their votes and try to make a difference. I failed....but I still didnt leave as it offered some type of intelligence gathering (albiet small, and practically worthless), and
Good to know. On that hand, it would be interesting for all AI to follow the human rules of "meeting half of the races" to join the UP. It would be far more interesting for the UP to have already met and elected a chairperson by the time you come to the UP. You might even get upset, if they have even already passed a resolution which you have to abide by (and possible pay for). I imagine this is how it works for multiplayer. Or, once one human can join the UP, ar
Agreed that most constructors fall into the design of "best single engine, no life, no sensors, max constructors", but there are scenarios where you might not want to follow that design: -starbase is in contested enemy territory, where more engine speed drastically improves its chance of survival to the starbase. -the shipyards near your starbase are soley focusing on military vessels, and the only avail shipyard is very far away, hence you might sacrifice 1 con
2-3 sensors would probably fall into that "medium intelligence" that described above. Sensor boats would then need to make incursions into enemy space to obtain intelligence adds risk, which the current mechanics fail to address. Such a tactic would not be an exploit, but rather a strategy. Both the AI and a human have a very good chance of countering that strategy, by intercepting the scouts, etc. Perhaps another way of comparing a strategy to and an