Entropy Avatar

Entropy Avatar

Joined Member # 2383374
22 Posts 236 Replies 8,660 Reputation

Exzachly, good work! I noticed in the campaign scenarios they placed extra ships. Are you planning to include something like that eventually? Also, do you know if it's possible to include non-core ships in the scenario? Can you edit starting techs? Is it possible to pre-place structures on planets? (From what I saw poking around, it looked like no...)

48 Replies 27,941 Views

I doubt the population thing is the critical factor, as I'm winning well enough on Painful and haven't had the problems you describe. This is probably a silly question, but are you running at 100% spending? I suspect half the people who are havig trouble never move that slider. As long as you are getting your share of planets and doing trading, your opening is probably good enough for Challenging. Lately I've been going 100% social to start,

9 Replies 7,122 Views

If you haven't done any analysis on it, I wouldn't be so quick to drop the size inflation. The thing to keep in mind here is that a 20 attack is a lot better than two attacks of 10 each. Same goes for defences: they have non-linear returns. From what I've seen, larger ships tend to pack more 'oomph' per logistic point. Consider that two small craft have the same logistic cost as a huge ship. The two small ships together have 52 sp

6 Replies 8,277 Views

Hi Entropy Avatar, I would think that multiple types of attack are also useful when your unsure exactly what types of defence your going to come up against. It may be that your at war with 2 or more civs using different defence types. Ideally though your right, it would be better to have ships with weapon types of the same kind a

12 Replies 15,175 Views

how do you know that, how can you be absolutely sure? i still believe that it is the way i wrote, because in my way the 4-2-2 VS 4-2-2 is the same damage like 4-2-2 VS 4-0-0 in your way Well, as I said, there is some uncertainty. I think what do described is very different from what the manual says

12 Replies 15,175 Views

Speed = Very important. They allow more overall attacks in the strategic mode. Maybe you could crank up the willingness to place engines a bit more? It takes a LOOONG time before I see any AI fleets with speed above 3. Mostly they are at 2... (yes, this is >= Intelligent)

16 Replies 13,877 Views

"Their "Battle of the Gods" mode Dreadnought ship is like 175 lasers/200 shields. NOT a fleet, a single ship. When I try to customize something equal to that I'm limited to 160 pts. for the hull. 375>160, game over." The Darth might also have acquired a military resource in that game. That makes a very big difference. Another possibility is they got a planet with a starship bonus.

24 Replies 15,488 Views

Gameplay-wise, defensive fortifications on a planet reduce the gameplay dynamics, not increase them. The reason is that if they're effective (i.e., they will defend the planet against a meaningful fleet), there's little reason to not build them. You slap one down and forget about it. Very little strategic thought it required. If they're not effective, all they'r

34 Replies 18,324 Views

I have seen the AIs buid large hulls. It takes a while since they don't seem to prioritize tech enough. The smartest thing I've seen the AI do is send attack fleets that swing wide round the target star system and come from an unexpected direction. Of course, it's ships were still too slow, so it didn't really matter. When it declares war, it does send a good chunk of it's fleet at once. I think quite a few problems ste

24 Replies 15,488 Views

There just needs to be a diminishing returns mechanic, like in every other game that uses experience. Units should gain experience quickly at first, then increasingly slowly over time. In GC2, there seems to be a pause before a unit gains any experience, then it gains at a constant rate per battle. This translates to an accerating rate per turn, as the unit get tougher and tougher it can take more of beating and is targetted less often in fleets, so it

4 Replies 4,374 Views

Sorry for double post, i think it's like this: It's not like that. A ship has ratings in 6 categories: beam, missile and gun for attack, and shield, point defence and armour for defence. There is some uncertainly about whether defence rolls from 0 to rating and also whether different components of

12 Replies 15,175 Views

No. The 7 beam attack rolls as one attack. If they have say 4 beam and 3 missile, those roll as separate attacks and the defence gets a roll against each. Keep in mind that a 7 beam attack only rolls 4 on average. If you are lucky, it's quite possible he rolls low and you roll high, stopping most of his damage.

12 Replies 15,175 Views

I just started a few Human-Drengin wars scenarios on Painful and Crippling, on a couple of different maps. It does seem in some cases as though there is this really odd delay before the AI starts playing. I don't know if it sends its scouts in the wrong direction, or what. For instance, I started up a map in the H-D wars, large, pretty sparse stars, a reasonable chance of a habitable each star. There was basically a trail of stars between Ea

27 Replies 21,566 Views

if your carrying missle defense and the attacker uses mass drivers, your 6/6 ship just became a 6/0 ship In this case, the 6/6 ship would be 6/2, since off-target defence counts according to square root. Instead, of a 6/6 ship, I might be temped to build a 6/4-1-1 ship, so it would have 6 defence agai

100 Replies 49,368 Views

I think the +50% military production is a steal at 4 points. It helps with the early land grab, since it's easy to set your homeworld to crank out colony ships every two turns, or every turn even. You save a lot of money over purchasing the ships, and you can send out far more of them. You effectively get a discount on every military ship, frieghter or constructor you build the entire game, saving you significant money even in a peaceful game. Finally

21 Replies 16,539 Views

I think Kryo must be right, attacks are 1 to max. I've been fighting a lot of AI's lately in the early-early game with just 1 beam attack and me with no defence. I haven't seen them roll a zero in that situation yet. It means my 2-attack ships don't have as much of an advantage as I thought, as I average 1.5 damage to their 1, instead of 1 to their 0.5.

11 Replies 15,205 Views

I like the idea, mostly because such an auto-upgrade structure would be less management than moving tiny defensive fleets hither and yon. Make it expensive enough to build and maintain that you don't want to put one on every planet, but powerful enough that several current tech ones at once would be a bit tough to crack.

34 Replies 18,324 Views

I'd say defence is: -Better for larger ships than smaller ships -Better for ships that have to guard something than ones that are more mobile -Better late game than early game, as the 'other defence', hitpoints, shrink relative to firepower -Better when you have a technological edge

100 Replies 49,368 Views

In practice, it seems like the defense roll really does start at 1. There are critical hits in the game (red numbers in the combat log) that do more damage. The red numbers are shots that kill an opposing target. It's definitely possible for defences to roll a zero.

100 Replies 49,368 Views

When you put a troop carrier in a fleet... the other ships "protect it" in a fight. What this basicly means is that the troop carrier is attacked last. The reason the troop carrier is attacked last is because it has no weapons. If you put weapons on it, it would be attacked first.

23 Replies 16,734 Views

I've seen at least some of the AIs be very passive in lots of my games. For instance, in the game before this, I ended up colonizing a class 10 in the sector right adjacent to the Drath homeworld, much further away from mine. Now that player was stuck for the whole game with his home planet and a size 4. Ouch. Worse, that sector was ALSO adjacent to another AI homeworld. Neither of them picked it up. I'm thinking there's some trigger in the

2 Replies 5,352 Views

What would be the effect on the colony rush if colony ships were, say, 3x as expensive, in the range of 300-400bc? This would be done by increasing the cost of the colony module itself. That means it takes longer to produce the ships and each initial colony is going to put you more in the hole and take you longer to recoup your investment.

72 Replies 63,943 Views