Micromanagement and crappy AIs ? It could go in general categories (spy/counterspy, passive/active...), and the rest automatic. It gets techs, bribes, whattever. I dont really understand what you are saying.
Cuddlelump
Divine Wrath I do agree, as you can see. ^_^ Yes I know this is fairly complicated, and would be a nightmare to code for the AI to use effectively. And the current system is sufficient, but it would be fun however to see it evolve over patchs to something like, or at least as deep or deeper then what I've concocted in my head.(from my "In closing..." part) </t
These are those other threads. Here" And here">Link Here too
First, I'd like to say that there are several other threads with a similar topic. And that it would be nice if we could consolidate them into one big sticked "Espionage Ideas" thread. So now onto my own thoughts. Also, some of these ideas based off ideas from others who made posts in other threads. The current system is simple and works well, or it will once its tweaked and balanced properly I suspect at least. But (yes there it is, but, what an ass of a word) I want some more
The simple system as it is works. I think the game could very easily get bogged down very quickly if you start splitting up populations, inserting tactical ground combat and alot of other things. One idea however suggested in here that I think would be a tremendous idea, would be to have defensive tactics. In essence the defenders version of tidal disruptors and mini-soldiers. Anti-Invasion Platforms that shoot down troop landing transports, killing off X number of soldiers.
I've removed my post and moved it to my own thread.
I don't buy that a low number of people who want MP Honestly I dont think its about people not wanting MP, I think its more along the lines that people prefer more features to simply paying for MP alone in an expansion. Do I want MP? Sure, I have a friend that playing with would be a blast. Would I sacrifice all the features being ad
The ship part, I'm unsure, as without seeing their stats, its hard to make any kind of assumption. As for the surrundering, I've had the AI turn over their planets to me on several occasions, usually when I am the one butchering them.
Honestly, the combat in this game isnt meant for carriers, the game mechanics just dont make sense for it. For Carriers to become viable, two things need to happen: Firstly, range and speed need to change, large ships being slow, and small ships being faster, but balancing out with large ships having a huge range, and fighters being very limited. Basicly showing the relationship between size and resource capacity in ships. Carriers would then server the purpose of transportin
If you want the game to be tougher, play on smaller galaxies. What I have found is that in larger games, the computer tends to feel less threatened by you and therefore is less aggressive. In smaller maps, everyone ends up cramped together, and the AI deals alot better with being aggressive. Also, make sure you've set your difficulty higher. Disabling tech trade also makes the difficulty sky rocket as you can no longer use that bargaining chip for peoples favor! Lastly, choo
I would really love a good planescape: torment type rpg. I will say this, please for the love of god, if you make an rpg dont skimp on the story! I want some meat to my adventure, not just pretty graphics. *cough* Oblivion *cough* Its not that I want the game to look bad, but it doesnt have to be some photo realistic masterpiece. Give me a deep plot, with some nice surprises, and more then one or two endings (not just a good and evil path). A good selection of intriguing
People keeping mentioning planetary development. I would like to make note that in my recent games, the AI has infact done a pretty good job of developing their planets, proper tile bonus usage and all. Main problem I find is that they havent upgraded their various social buildings via research at all, which proves problematic for their effectiveness, they just cant match my resource production. Now, I do generally play on smaller maps, with only a few opponents and on the toughest
Playing on medium or smaller sized maps, scattered systems, uncommon star systems (sometimes rare), and always have the Drengin around. I've had games where I get completely overwhelmed by aggressive militaries in those maps, and only through clever manipulation can I survive. I once watched the Drengin swarm my territory with such fury that it was like watching a player. They came in, destroyed every ship and starbase in their paths, and then that same turn troop transports appeare
I lost once...and I lost really badly...I was the yor...and I was pretty much in the middle of my 5 opponents...now, the Drengin were one of them. So, I did a mass colonization of a huge chunk of space, and was well on my way to becoming an unstoppable force, my techs were soaring, and I was just getting into building up my military (about 10 more turns, and I would have been quite strong). Then the Drengin declare war. At first,
Well, my questions simple, and I'm pretty sure I know the anwser. I started a game with all the victory condtions in place, but now that the game has been going, I want to shut off the cultural and research victory, as those would be the easiest way to win thanks to how I started on the map. So, can they be disabled once the games started? Even if it requires a form of cheating, I'd like to know, I wanna win by military might alone! Thanks