Obviously they'll add in espionage at some point in the future. So... [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] 1. Espionage points that allow you to see what the AI is building in their worlds is mostly pointless. I don't particularly care about that. What espionage should be about is this: AI's diplomatic modifiers towards player Relative power and production and population graphs Number of AI coloni
marigoldran
And so I shall! [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] Personally I like the economic system of Gal Civ III a lot more. It makes more intuitive sense. They do need to tweak some things regarding the fact that money has almost no value in Gal Civ III currently (production buildings is better). The AI is... roughly the same. All those exploits have been around since forever and because of that I b
What, what, what? I don't read all of the threads on this forum. Do you? If I made assumptions about zealot, I WOULDN'T HAVE ASKED ABOUT IT NOW WOULD I? Now you're just being unfair. Clearly I touched a nerve. [e digicons]:D[/e]
Oooooooo. The screen said "you get an ideology point each world you conquer" and I was like: "this sucks." Hmmmmm.
A lot of the game breaking AI bugs in the game could have been fixed much earlier with better testers more willing to try and break the game mechanics. My general take is that the point of beta testing is to make sure everything works. In that respect, beta testing was a success. The number of "my game won't work" bugs is very low. The problem though is that the beta testing barely touched on fixing game mechanics. As a result there are now some MAJO
How long did it take? I'm sort of curious. What sort of victory? Doesn't it get a little tedious later on?
I might point out that it's possible to station troop transports next to the most important AI worlds and the AI would ignore it. Then when everything is set up, you declare war and, um, win on turn 1. If you can wipe out all of the AI's shipyards, or conquer all of the worlds near the AI's shipyards, you've effectively won.... This is especially true early game when the AI doesn't build any defensive units. Malevolence level III gives 5 fully l
Attack two annoying AIs at once in the early game. Wipe out both of their shipyards production. Then finish them off at leisure. If they don't have shipyard production, they're literally sitting ducks. Instead of focusing your transports at one AI, split them and focus on the shipyard related worlds. Your future transports can finish off the rest in due time. Also, in late game instead of fighting a powerful AI head on, build a fast
Aim for the shipyards in a war. Or aim for the planets next to shipyards in a war. Smack them down and suddenly the AI you're at war with won't be producing anything useful anymore. In other words, arrange your invasion fleets in position such that on turn 1 or turn 2, you can wipe out all of the AI shipyards or all of the worlds near the AI shipyards in one fell swoop forcing them to produce at a distance penalty. With this you can effectivel
Thinking of bopping the AI with synthetics. Problem with synthetics? Slow early game. Low pop. Guess what? FIVE FULLY LOADED TRANSPORTS = 30 POPULATION. That's 8 fast assemblies from Spark of Life. And you can use them in the early game to invade. Interesting, isn't it? The AI also doesn't build any military units early game to defend their planets. Hmmmmmmm. Does Zealot super trait give 1
[quote who="ChaosGuy" reply="10" id="3561764"] Quoting marigoldran, reply 5 The point is you don't actually need to even go to war to win the game on the larger maps. That's how broken the mechanics currently are. And did I manage to hit a nerve? Oh I'm so sorry. I apologize f
That particular event should be taken out. It should be an easy fix. On the other hand it looks as if the devs will be pretty busy the next several months or so.
I too would love to play one of these games to completion too. Unfortunately, given the tediousness of it, I don't believe it's possible right now.
[quote who="SomeRandomInterneter" reply="78" id="3561755"] This is actually a problem which isn't only limited to GC3 (it's pretty much the same in any type of 4x game), and it's been brought up before, but the AI is really poor at making the decision to go to war. I'm fairly sure that each unit is given a certain numeric value, and that's what the AI bases its decision to go to war on (i.e., if the AI has a unit ratings of 100 and me 20, then the AI think
According to Frogboy himself: Helpful: Telling me dumb things you saw the AI do that made you able to beat it is helpful. Very helpful in fact. Any mistake that would allow you to win regardless of the handicap. And some of the dumbest AI behaviors come in the diplomacy screen. One of my MAJOR points is that diplomacy in this game will need a pretty massive revamp and that will probably take a bit of work. I have made some sug
On a related note: how hard is it to mod the AI for this game? Skyrim was EXTREMELY well designed. I'd rate it as the gold standard for mod friendliness. Where is this game in relation to that? I don't know myself as I'm not a programmer. By the way, I think snuggler colonies are awesome and I would love to have one. The problem is the Yor SHOULDN'T THINK THEY'RE AWESOME BECAUSE THE YOR DON'T SNUGGLE (when's the l
[quote who="Bamdorf" reply="8" id="3561722"] Just a small point here. Skyrim has mod managers, yes. But they were not created or maintained by the producers of Skyrim... They are independent efforts that depend on donations to survive. Also, for example Nexus, is a far more open and robust vehicle than the Workshop (good and bad points to that) and in turn almost requires the use of other tools like LOOT if one wants to use more than a very few mods together. &
In other words, the reason VERY FEW is capable of posting late-game super-sized map games to the finish through conquest is because it's pretty difficult to get there. Two major problems: 1. Most people KNOW they've won halfway in (they're in a dominating position) at which point the rest of it becomes a chore. 2. Empire management with 100+ colonies quickly becomes busywork. At immense, where it's quite easy to get 200+ colonies
[quote who="Seilore" reply="73" id="3561728"] marigoldran, We all get it you don't like the way the AI is and you've been very vocal on how one can exploit the AI and the game. At this point please try to be part of a solution instead of the problem. If you don't like something it does, instead of complaining or calling the AI/Stardock names please follow what Frogboy asked for and forward saves and specific failures on what you're seeing the AI do.
Personally I think the "Diplomacy Screen" is misnamed. It should instead be called "The Trolling Land," because that's where the human gets to troll the AI. The problem is that after a while it gets boring to troll the AI. You sort of wish the AI would troll right back. That's why Portal was such a popular hit.
The problem I think with all of the AI in ALL 4x games is the diplomacy screen. The diplomacy screen should instead be renamed as the "This is where the human gets to troll the AI and manipulate him to do whatever the human wants" screen.
I actually did not know what it is. Never used it before. Never had to use it for various other Steam games. For Skyrim there's NMM and for Civ IV there's Realism Invictus and the civ IV forums.
The point is you don't actually need to even go to war to win the game on the larger maps. That's how broken the mechanics currently are. And did I manage to hit a nerve? Oh I'm so sorry. I apologize for hurting your feelings. ... Would you want... a snuggler colony?
Yes, well, unfortunately the human doesn't play by any of those rules. It's like demanding the AI to play "nice" while the human can troll all he wants. And I can guarantee you: THE HUMAN WILL TROLL. The AI would get a lot more accolades if it was just programmed to be a Machiavellian bastard, and in return lower the amount of bonuses AI gets at the higher difficulty levels. How about this: Benevolent races are relatively trustworthy. Ma
We'd make a pretty reasonable "good cop, bad cop" tag team.