#4: Yeah, I haven't seen a 4x AI that has been adequate in my opinion. Usually I play 4x games long enough to understand how to exploit the AI, at which point it stops being fun. What sets GalCiv2 apart is that they are so close. If I criticize the game it's because there's real potential here; sadly, a few very exploitable AI problems spoil it. Turning up the difficulty level will just give them an economic bonus, not make the AI start doi
Veblen
I play more games than I buy, because, quite frankly, most are only good for a few hours. After playing around with GalCiv2, and noting the developer commitment to both continuing improvement of the game and meaningful participation in the user community, I decided that GC2 was one of those that I wanted to support and bought it. Well... maybe I should have played the game a little longer. At this point, the honeymoon is officially over an
This post is #1 on my list. Maybe other people have posted some inane stuff, but you're just trolling for the sake of it.
When an armed ship fires upon a ship with no defenses, the game never rolls a zero attack, but the simulator can.
Er... correction. nullspace appears to be correct that 0 damage is not dealt against ships with no defenses. So, the fleet combat simulator is off... sheesh.
Er... correction. nullspace appears to be correct that 0 damage is not dealt against ships with no defenses. So, the fleet combat simulator is off... sheesh.
The AI on Intelligent can be manhandled like a defenseless baby lamb. What's with these reviews? Group-think?
Capped at 15? Ok... I suppose that explains the behavior I'm seeing. But... it seems odd that the final wonder at the end of the sensor tech branch has the effect of making the sensor components useless. And it seems rather arbitrary that sensor range is capped at 15, especially since 15 means something very different on a small, dense map and a gigantic, sparse map.
Man, the editing feature on this forum is so broken.
The Eyes of the Universe wonder appears to set the sensor range of all ships to 15 ps--even dedicated sensor ships that would otherwise have sensor ranges greater than 15. Adding a certain amount of sensor range, or improving the effectiveness of the sensor components, would seem to be a better way. (In fact, I believe the declared behavior is +10 ps to sensor range, but like I said, it just sets everything to 15).
I had this problem recently. I was able to disband it while it was orbiting the planet by obsoleting the design in the shipyard (I only had the one colony ship and wasn't planning on building any more). The root problem here is that the way ships go into orbit around planets is poorly executed. Why not just have planets you own be another square you can move ships to like other squares? Maintain the fleet associations, have the planet impro
Draginol, I entreat you to consider making a full AI interface exposed to modders down the road--2.0, 3.0, whenever. Not simply a list of weightings, but the whole logic. There are some of us out there who can program and who have AI experience who would love to sink our teeth into GalCiv2. An AI testing mode, where computer plays computer (with an option for human observation), would be a natural complement to this. Please keep
It's an interesting idea, actually: a colony ship that can destroy competing colony ships. I mean, armor is useless, but 1 point of attack would it kill anything without armament: early AI scouts, constructors, etc. Although... probably still better to put that extra engine on it.
0 damage is dealt all the time. Try putting a ship with 1-0-0 attack against a 0-0-0 defense in the fleet combat simulator they made available in this forum. The simulator could be wrong, but... The mixed attack vs mixed defenses is not covered accurately or thoroughly in the manual. The manual really drops the ball, imho. I think your description of mixed attack vs mixed defense is off, as you effectively have the defense value
The manual description of combat (pp 47-48) is inconsistent with the fleet combat simulator. While the manual states that an attack of A rolls between 1 and 6, I suspect what actually happens is a roll between 0 and 6; the declared behavior of defense rolls is off in a similar way. I would be grateful if someone official could spell out in detail exactly what is really going on. I'm most concerned with what happens when mixed attacks meet