I haven't installed the beta, so I really can't comment o the Torians being unstopable. However, I have read posts about how the Yor are unballanced, or how the Torians are unballanced. Then why are you commenting about how they are in the Beta?! BTW: I did not claim Torians were unstoppable, rathe
Roarck
I've played a coulpe of games with 1.1 now and found the Torian's to have become the race to beat in a large/huge game with lots of planets to settle. The 30% growth is just over powering for claiming new worlds now. This was on inteligent also and I had no chance to see the new human or Drengin AI's. They just got crushed! Anyhow it looks to me like the growth bonus is just over powered on this type of map.
I've seen it also at one notch up from normal. BUT I've also seen them escorted and they have been faster and trying "end runs" at times. (I have eyes of the universe so hard to sneak up on.) Also seen plants wasting resources still but I need to move up 1 more notch to see if these problems go away.
Yeah, get given an undeveloped planet late with best factories and it's like 9000 BC's to build one or about 2 years! Then even with one down it's still a long time to get second up and running.
Worked for me the one time I went that route. (Not easy to keep under 75% and safely get the tech victory at least for me!) I've noticed that the victory does not come when meet at start of turn but rather at end of turn for all types I've seen thus far. Once I even quit thinking I'd won and got the defeated screen! Well re-loaded the autosave and vitory was mine in a couple of clicks of the turn button.
Well the thing is how does ship size compare to logistics? Is it now always going to be better to go up the logistics tree first? I'd think what you want is for a fleet of tinys at max logistics to be even with a fleet of huge with min. logistics. (Same weapon/def levels.) So at start it would be going up one in logistics equals getting medium hulls. Anything else means there is a "best" choice in deciding between lo
Problem with tech trading for me is value of techs. AI seems to value them much different than I do. Since they are not a hard coded amout of research to get the relative value seems to often be off in the trade. Like AI's want Lasers IV for basic logistics or such . If they wanted Laser III for mass driver (I think that' s eq spot on tree at work so no tech tree) then that would make sense. Still AI seems to not value a corner on the market!
A large part of the advantage of larger ships is the defense. It's hard to fit much in the way of shields etc on less than medium ships. Due to how combat works defense can have a major affect on battle results. (As can ship speed since a faster ship will stand a better chance of being attacker than defender.) As is logistics is a huge factor already. Be sure you balance increase in logistics with increase in ship size. (ie. Getting
So is this a bug or by design?
I have seen ships sit a turn or two and then move also. Sometimes the ships never move but normally they do after a few turns.
Looking thru at techs today I discovered that weapons take more space on Huge ships than on tiny ships. That is a nano ripper may take 5 space on a tiny and 9 on a huge ship. (I don't recall actual numbers but it was something on the order of that.) Other weapons behaved the same. This looks very much like a bug to me and if it's not info on actual ship sizes would sure be helpful! One space should be one space.
Noticed some AI problems my last game. (At +2 up from normal on the largest map.) 1. AI sent unescorted transports out. Even attacked war ships with unarmed transports! LOL 2. AI did build poorly on some worlds. 3. AI left some good planets empty ! I got them MANY years into the game. (I had Icolony ships that moved 40+ parsecs a turn! That's how late they were empty.) 4. AI had slow ships as you note. 5. AI had large un
Plating helps ship hit points. Crystals got one of my planets back to decent approval. Spices help me raise taxes more same for clothing. Repair Bots make ships repair faster. I've not built the other things yet, but those I have work as advertized.
These changes/fixes sound great! Any idea if/when AI might become even more adjustable ? In other words selecting how smart the AI is one place and then setting econ handicap another? Esp. if econ could be set to whole numbers instead of preset numbers. For example full scripts and 92% econ or most scripts and 110% econ. That sure would make it easier to adjust play to ones level.
What's even worse is if it's a minor race. (OR you are at war with a minor race and um-forget it when you start back up.) At least with the majors you can see it fairly easily. But note being at war with a minor can result in a major going to war with you under some conditions . It would be nice if the game had a display similar to Civ IV that told you on main screen you were at war. (Might be the only time it had to tell you an
It may not result in adding more guns but it results in more space left over every time if you compare same ships before and after. Sometimes that results in more guns or shields etc but sometimes it does not. Also note engines take more space on large hulls than on small ones. This makes sense. Figure not all engine parts can be reduced in size and that implies the "number" has to get larger. By using this method it's possible to mix th
Ok, as one gets more techs the "cost" for new techs increases. So the following questions come to mind. Does trading for techs increase research costs for new ones? (ie. Can trades HURT you because you know more?) Does cost go up the same no matter what techs one has? (ie. do they only increase within one color or does rate change with classes known. For example does a weapon tech increase amout required for a new weapon tech 5% but on
No, that's no longer an option in GalCiv II. Population tends to increase faster than you can get people out with transports. The best option is to limit farms, but don't ignore them either, since more population also means more military, social and research productiveness. I beg to differ as last nig
One note: This past weekend in a game several times laws were passed limiting startbasses to 2 mod and allowing old ones to remain as they were but not be upgraded. The terms was supposed to be 2 yrs each time but the first time seemed like forever! (It did not drop until a new restriction/law was passed.)