SHIP DESTINY To make the game more deterministic, and to avoid the issues with Save/Load roll the dice again, introduce a concept of Ship Destiny. One possible approach I was thinking about would be to generate and store away a sequence of random numbers for each ship. These numbers would then be used as seeds and in sequence for that ship, for invasion, battle, colonization and possible other random events where that ship is involved. As a result, you would get the same outcome from
Andreas Finn
Yeah I guess. What I want to do is eliminate or at least reduce wasted expenses though. Those spending locks we had at some point were really useful feature too by the way. Battling the Maso levels, this kind of micro managing seems to help some.
The current manual covers these pretty well. Creativity helps your Survey ship make great finds, and Luck improves your chances with random events, invasion and things like that. Thats my understanding anyway...
Hmmm, for some strange reason my games have been pretty much alliance free so far. Maybe finished too soon. Anyway, in your situation I would just try and see. If it turns out bad way, Reload. I use Undo quite a bit in genral as a basic survival technique (at Maso level anyway). On your second question, researching some decent Soldiering skills can help your invasion chances tremendously. Even 20M pop can be taken out with single CT. Also, with the war couple turns old, the AI often se
Keeping morale high seems to be a very good idea.... and the higher the better. Thats what the AIs seem to be doing too, close to 100. Generally its a matter of lowering taxes and building morale boosting projects (like Ent Network). If you have one or two planets out of synch with the rest, you can often fix them with the propaganda slider as a temporary measure (planet details screen).
Yes, AI does not seem too clever about targeting enemy transports properly. I had a Torian Ranger leaving orbit and chasing my sensor (hopelessly) across the screen, leaving a skimpy colony ship (battleaxe at best) to defend its base. Key thing in battle is to keep a cool head. All those AI ships launching everywhery may appear a terrifying and totally overwhelming sight. But, using the sensor, position your ships carefully and you can fairly easily stay out of all trouble. B
FINLAND has joined. Just posted a decent Gigantic Maso score too...worthy of our cause I hope :d GO EURO!! PS. Would somebody please redo the flag though?! I find it way uncool...almost stopped me from joining! Maybe just touch the colors and stars a little bit...we are (or will be) the best anyway so we need to LOOK GOOD yeah :) [Message Edited]
Yes, rushing the gigantic was one of the best and most challenging part of the game. It is a very interesting optimization puzzle whether you are better off colonizing a nearby planet, or should reach out and beat the AI for a far out one. I went for the latter in most cases (but not always) and managed to capture more than anybody else, exploiting the PQ bonus with Save/Load along the way. Just cant help myself staying away from PQ evil path...those top planets are just too nice to live on...<
Thanks! What an awesome / beautiful / intense game this is. Dreaming of retirement age now...just me and Galciv, version 11.... :)
Better detail for some of the random events. Some of the change of turn random events have so short and obscure descriptions that there is no way of telling what they really do. Little more detail on actul effects or outcome would be great! Or even better a history panel where you could check what just happened.
Has anobody seen an Avatar/Overlord/Excalibur? My games have always been over before anybody got any of these babies out. Any comment on :HOT: factor? Would be nice to experience one sometime but they seem so far out of reach. I did a Terror star once, just for seeing what it does, but it was moving little too slow in my gigantic game ;p Would love to hear of favourite ships too. Pack of figates and a sensor is my best arsenal so far.
Sorry this only a question at this point. I am thinking to try Maso cultural victory next. Is it doable in 1.05? Any observations/suggestions? So far my cultural efforts have not worked at all in Maso...AI much too powerful, or declaring war if I get too close. Would love to hear of other work before I start down this road...e.g. which abilities to pick first of all?
Just won a Gigantic Maso with very different evil military conquest strategy. This was based on speed, sensors, and careful invasion tactics. AI seems far too careless about leaving orbit, and is then very vulnerable for invasion if your ship speed is good. As far as ships go, packs of Frigates rock the planet. Cheap, fast and with good range, perfect for invasion assist. Not sure if one really needs to research for any other ship beyond them. Rather, build up Mil bases, and all kind of mil abi
Not absolutely sure if this bug but it is very irritating anyway. At end of turn I check my Research screen which says Battleships NEXT TURN....GREAT, I hit TURN right away. But, what happened, no Battleships :sniff!: My experience from recent Gigantic game is that at the start the Research estimate is accurate and can be trusted. However, as time goes by it becomes more and more unpredictable. In the early part of the game the workaround fix is to Save and Load the game. So, rather
This one not exactly a bug but here goes anyway. This has been bugging me loads anyway (:( My request, any chance not to hard code my civilization name with that "The" word? Also, perhaps "Lord" could be left out? My names sound ridiculous with those additions, and currently it takes something out of the Total Gaming Experience. I guess this is also a language issue. Cheers
Sounds good to me. Somehow the benefit from repeating the Save-Load cycle should be eliminated. At least for those ones that can virtually make or break the game. Altarians then FINALLY came after us. However their huge fleet of battleships became a bunch of high maintenance sitting ducks which we could basically completely ignore. DIDNT KNOW SENSOR SHIPS ROCK SO WELL!!! By then we had a +3 speed advantage, further boosted by those lovely inverse tractor beams in key sectors. JAM TIME :
Somehow this game really captivates the mind. Was it similar when the Allied were cracking Enigma, I wonder. Anything else possibly compares to this?
> One PQ bonus per race/game Meant to say, one PQ random event per race/game. Maybe other type of events at colonization time should be similarly restricted also. I think I totally abused this feature in my last super Evil game. Not just any evil, more like a true Darth Vader personality :d
Phew, finally my first Maso at 1.04 over. Mil/Small/Evil. Heres my suggestions based on that experience. 1. One PQ bonus per race/game. Or something similar to balance this awesome benefit better. Right now the temptation to roll the dice again (Save/Load) is too high, especially with the Evil path. This helped me loads but it is unfair too. 2. Would be nice to have an tax option that would effectively say: "Keep my taxes at highest level that gives Morale 100%". Or 95-
However, it seems to require the next turn for the benefit to take effect. A possible bug? Saving the game right after the deal and then reloading it is a way to get the benefit immediately.
I just had a funny 1.04 Maso encounter with the Drengins. They have incredibly poor show (15 planet) in this game and DT as basically their only asset (I dont understand how they managed to get it but thats another story). I bought it now with heaps of tech ... BUT IT DIDNT SHOW UP in my list. The Drengins are still there too. A bug? What else could have happened?