ansury

ansury

Joined Member # 3229576
20 Posts 181 Replies 9,700 Reputation

[quote]In my opinion the diplomacy could be improved a little. For example diplomatic relations only describe how they feel about you but you can't set how you feel about them.Relations like that are always bilateral. If the Yor have warm relations with the Dregin, the Dregin will have warm relations with the Yor. The same applies to you.Paying one civ to attack or make peace with a second civ does not affect the second civ's relations with you, as they have no way of knowing who did it.[/quote]

17 Replies 10,634 Views

[quote]Moddability is good. Options are good. But the number of sliders for every option, from planet class/habitability to anomaly spawn rate to mega event frequency, would quickly get out of hand. Not to mention the people asking for the ability to selectively turn off individual classes of extreme planets, anomalies, mega events, ethical events, etc. The result would be a set up screen with literally hundreds of sliders, switches, and menus.[/quote] The biggest argument to me is that

27 Replies 15,103 Views

One other thing.... Stardock should really add some kind of 'auto tax' feature that will optimize your tax level based on a target approval level! I mess with that tax slider alot too, and it does get old. Alternatively, some people may want to automate it in reverse as well, and select a target income level (at least +1, etc.) and simply keep an eye on approval level. The downside of this is you'll have to keep an eye on your approval level or treasury, but glancing down at the bottom

24 Replies 72,241 Views

Oh, also quickly expanding and building lots of very small colonies will hurt you too. Usually (there may be tech tree exceptions) the initial colony maintenance cost is pretty high. At least it was in DL. So if you have alot of little colonies that are doing nothing but draining your income, with pop too small to compensate, that'll hurt.

24 Replies 72,241 Views

Well stop playing the Yor then. :p No really, it does depend on your tech tree. But also, are you building any economic buildings? You will probably have to put some research into that... Also, sometimes things like industry or morale buildings are very expensive to maintain. (Depends on tech tree.) If you build too many (spamming lots of those is usually a waste at some point eventually anyway) I could see this happening. I'm usually burning up treasury until I get at

24 Replies 72,241 Views

If a human player (or AI if they do this) pays off race #1 (the aggressor) to stop a war with race #2, do relations between the human player and race #2 improve? Does race #2 recognize and remember when another race helps them, and maybe even return the favor at their next meeting? I can't tell if this happens, but I think it should. At the very least a relations improvement...

17 Replies 10,634 Views

lol Yeah yeah.. I've done it alot though. I never did this game's campaign mode so maybe there is a 'planetary shield', that's interesting. Cool thing about Starcon was that the "best" ships weren't always the best in all cases! I had alot of fun taking out UQ dreadnaughts (even Kohr Ah) using Spathi, and especially those little Thraddash ships. hehe Starflight 2 was too hard and scary so I lost interest. lol.. Basically StarCon2 without the humor and other forms of en

11 Replies 7,645 Views

[quote]My score-scoffing side thinks "collection of options" is a swell design theme for a software toy. SimCity is what really got me hooked on computer toys, and SimEarth was even better in terms of picking a detailed baseline and watching stuff happen. (Alas, dear Spore, I'll never know ye...)But the broader the possible playing conditions, the harder it is to get a "reasonable" scoring system together and the more variability that the computer players need to cover. So I have some sympathy f

11 Replies 6,576 Views

Fair enough I guess. I will refrain from the inappropriate wisecracks this time. ^_^ Creation of a scripting engine could be *huge* if it's powerful enough. (*ahem* United Planets scripting... hehe) I like the ideas in the post above too.

6 Replies 4,820 Views

[quote]Isn't it interesting that no matter how hotly this topic is debated, or how strongly people feel about liking or disliking the new or the old screen, nobody has any objection to the OPTION of choosing either screen?Change = RiskyOPTIONS = Good[/quote] That's what I'm talking about. But someone claimed that a Stardock dev said something along the lines of (not the same wording) "If we add too many options soon we'll have a big list of options, instead of a game." That's j

27 Replies 15,103 Views

It'd be cool if their 'master race' could control what the battle thrall races can or can't do as well. Ex. whether they can invade enemy planets, or even communicate with other races at all, or build starbases, etc. It'd also be cool if the 'master' race could assign orders or 'missions' to their battle thralls. Do such and such action, and get X award... or get Y penalty. (or both) Comeon Stardock, that'd be fun to implement, too! Slave races woohoo!

11 Replies 7,645 Views

Awww yeah. YES!!! You are correct, it does need Ur-Quan! And especially Spathi! lol I did notice the Drengin/Korath similarity, first thing I thought of was Ur-Quan! Toys for Bob lawyers need to sue Stardock!!! j/k lol And their music was frikkin great and terrifying. Oh man, they would SOOOO kick the Dread Lord's asses. hehehe :p (Or maybe the Kor-Ah, since they are more evil.) Great ideas - I'd love to see new diplomatic options, and this is an idea for

11 Replies 7,645 Views

Yes! This is a really easy, simple solution to some annoying problems. I'm all for AI improvements when possible, and if we can get AI improvements to fix this stuff then cool, but the above idea to "automatically fleet" groups of orbiting ships is a good one. I can't help myself but take advantage of the current behavior! I know I could just, like, not attack orbiting ships when they're practically defenseless because they're alone.... but it's just so tempting to destroy them merciles

10 Replies 55,081 Views

Too bad it didn't figure that it'd be more cost effective to send them all into massive battles, decimating all their enemies fleets on suicide missions. :p Really, even if economics was the reason - if they were at war (and losing it) and had ANY sort of treasury to sustain a powerful fleet for any period of time, they'd be crazy doing anything but sending those ships out to do as much damage as possible (draining their bank account yes--in war, that's the norm). So maybe an AI enhance

15 Replies 9,486 Views

[quote]"Tough" difficulty is a fair game. Above that the AI gets advantages. I don't know about you, but "tough" is more than sufficient to kick my ass. This game has some of the best AI I've ever seen in a computer game.[/quote] The AI isn't too bad, other than a few stupid strategic things here and there. But stuff like... leaving all their ships orbiting planets 'defensively' when they could be gathering into fleets to counterattack and destroy my fleets, is kinda dumb. I hadn't a tr

9 Replies 6,678 Views

PQ should be *gasp* yet another slider, or there should be a way for you to set the range (and average) that PQ can span for habitable planets. (But then, we might not have a game anymore, but just a "collection of options" (or something) as someone from Stardock allegedly put it.)

11 Replies 6,576 Views

Yeah the editors do suck. I don't care about that one, but the map editor is no better. They are poor excuses for commercial game editors. I'd expect these kinds of editors if the devs had created them never intended to release them, but eventually caved into pressure from gamers who were willing to take anything they could get. Not something released as part of an expansion, and arguably the most important feature of the expansion. And the UP... ugh. That thing is in such need of an up

6 Replies 4,820 Views

Well whatever, I was just trolling at that point. lol Don't know why anyone would be obsessed over such a minor part of the game though. Personally I'd rather have had more moddability built into the game (AI or diplomacy scripting?), and an accurate/useful map editor instead of the piece of junk that shipped with the expansion. It's practically useless! Especially with that "missing planet textures" bug some of us are seeing.

84 Replies 68,224 Views

Depends on the difficulty level. At some point the AI players are cheating (economy bonuses and such), so I'm not I'd give them that much credit. Depends on the level you were playing.

9 Replies 6,678 Views

Okay I give up, I was just trolling you guys. lol If I really thought MOO was THAT much better why would I be here? hehehe Probably the only things MOO2 had over GC2 was tactical combat, and fewer bugs. And I kinda liked the ship design screens a little better in some ways, but the memory is fuzzy. But I am genuinely pissed that the old invasion screens are gone, among other things. The expansions have been a huge disappointment IMO. I might even go back to the origina

27 Replies 15,103 Views

lol! So I guess I didn't use agents properly, when I was assaulted by agents from every race out there, non stop. Actually, I would prefer to not use them at all, but of course this is impossible now. To defend against espionage with the old sliders all we needed was another simple counter esp slider to reduce the enemy's intel level, along with a natural time-based intelligence decay rate. Implemented in one day, problem fixed. Abstraction is needed. This is a SPACE CONQUEST game, not

84 Replies 68,224 Views