Theres no reason to hold back the hull graphics from the player. The ship designer is such a huge selling point of the game, the last thing you want to do is arbitrarily limit the player's creativity!
Starstriker1
Another weak point.
If they're putting economic starbases in your territory, they're likely either trying to improve the results of trade or increasing their ship range.
I only play at tough or higher myself. I'm not one of the people who goes and tries to win games at masochistic, but I'm never playing on difficulty levels where the AI is hobbled in any way.
The only buildings that automatically upgrade into NLCs are the Research Academies.
@ Jasamcarl Again, I'm not talking about any changes to tactical control. I'm talking about some fairly simple strategic changes (which the AI may already be doing to some extent) and the removal of a rather trivial handicap that is giving the human player an unnecessary advantage. For example: If a player wants to move a ship to point x, he right clicks on the location and the ship immediately makes a move, setting a waypoint as well. If an AI wants to do the same thin
The hulls you mention are just additional hull types of the tiny and small types, and the only differences are cosmetic. ...which begs the question: why aren't ALL tiny and small hulls available at once? There's no need to tie a cosmetic feature to a research tech like that.
I agree. Life support modules should be bulkier and more costly, and the passive bonus should go down. Otherwise, the components will remain as space fillers. Thats a good point about planetary defense... it is a little easy to take planets from the AI. I think a bit of the problem might be that the AI doesn't get enough of the invasion techs at once, whereas the player is immediately going to back up his investment in planetary invasion with the planetary defense tech, orbital bombardm
@ Entrophy Avatar Fair point. In that sense, its not that bad an idea... but it's only part of the solution. If the AIs need one person to die off before they take the hint, it may already be too late! @ Jasamcarl No, I'm not saying that. All I was saying was that ALL AI is usually difficult, in my experience, to get it to do what you want, even on fairly trivial problem. All problems aren't equal, obviously. And I'm not talking about a whole lot. What I'm sug
In Dark Avatar, the huge amount of terreformable tiles on the planet make it far too good a deal to pass up. By the end of it, it'll be nearly on par with your homeworld.
As I understand it, it didn't make the cut because they didn't have the resources to make it work before release, but given the amount of time put into it, it's something they'd love to put in a patch.
I would argue that it is a relatively simple solution, albiet one that would require tweaking to have optimal values for the variables in question. I'm aware I don't have access to the AI code, of course, so it could be more complicated than I'm guessing, but it seems like a fairly trivial kind of check. Loop through all foreign vessels in your space, look to see what planets and resources they are within a single turn of, and base som
I would argue that it is a relatively simple solution, albiet one that would require tweaking to have optimal values for the variables in question. I'm aware I don't have access to the AI code, of course, so it could be more complicated than I'm guessing, but it seems like a fairly trivial kind of check. Loop through all foreign vessels in your space, look to see what planets and resources they are within a single turn of, and base some kind of suspicion modifier off that. When the AI s
Probably the best counter to a sneak attack is to make sure you have fleets of your own watching whatever foreign ships are coming near your planets and starbases, so that you're ready to beat them down immediately if hostilities start. Whether you should execute a preemptive strike should be based on an analysis of how much damage they're prepared to do in the first turn. In other words, for each ship/transport/spore ship they have at a distance close enough to hit a target in a single turn, th
I've seen situations (in the beta) where I HAD to start putting engines on my ships to compete. I was using the first strike ability, and the Altarians were launching ships with engines (warp drives) I believe, putting me on the defensive, as really careful micromanagement is required to still get first strike when you're at a speed disadvantage. I only managed to hold them off long enough to win is because I did most of my fighting inside a super isolationist's sphere of influence. Technically,
Not so, it's a legitimate strategy... you can lose a huge amount of your space by putting engines in, making those ships good for hitting soft targets, but not for actually battering down fleets.
Maybe the AI could be hardcoded not to place improvements that can't be decommissioned on tiles with bonus properties (with the possible exception of influence tiles)? There's basically no good situation where it can be justified. Heck, for manufacturing and research tiles, you ALWAYS want the appropriate bonus there.
Yeah. That gives two ways to deal with invasion cheese: tie the consequences to success, or require a minimum invasion force. The former would be less dangerous to a planet in repeat invasions than the latter.
I'd like it if the AIs would say one thing and do another on occasion. IE, have an ally who doesn't follow through on an alliance, or backstabs you in it. Or an AI that says all sorts of nice things to your face while spamming you with agents and preparing for war at the same time... or paying other people to do it. Here's a thought: remove the requirement of a "close" relationship for an alliance (though AIs would still refuse them if they don't have any good reason to have you as back
Diplomacy still remains one of the game's weak points. The diplomatic system is probably much too simplified... after all, no amount of sweet talking will keep people from wanting to have what you have... they'll just be nicer to you to your face.
What about if the effects of the invasion were dependant on the actual effectiveness of an invasion? After all, even with the massive bonuses of the mass drivers tactic, a small invasion force won't make much of a dent. So make the effects scale in proportion to the percentage of the population destroyed, and have a certain threshold that needs to be passed in order to avoid rounding from doing it's evil deeds. Also, it'd make sense for a world repeatedly invaded to be suffering the consequences
I've found that, tactically, the AIs can't keep up with me at all, and they certainly can't defend against an attack. There is the aforementioned problem with them not attacking on the first week of war, which makes them incapable of withstanding an attack force that's simply parking transports around their planets. They should be able to fight that first turn... if they see those transports hovering in striking range, or fleets sitting around their resources and starbases, they should send out
Yeah, the AIs never destroy the asteroid bases (presumably, they're waiting for a culture flip). At least, they never destroy them INTENTIONALLY. It'd be nice if they considered that an option, though. Its a great way to cut the production of a civilisation that you aren't intending to conquer soon, making it a good defensive strategy.
They're plenty useful. Factories are nerfed in DA, and the asteroids make up the difference... also, the ability to change which planet they beam to allows you to focus stuff onto frontier planets or ones that REALLY need the extra production... and the amount of production each field gives you increases dramatically with each tech.
The problem with beta testing mega events is that they are random. The frequency is randomised, when they occur is random and also which event you get israndom. So it's difficult to consistently test events at various stages in the game as you have to wait for it to come up. Actually, they're supposed to be intelligently chosen to shake things up...