I prefer NMM because I suck with computers. So there! [e digicons]>:([/e] [e digicons]>:([/e]
marigoldran
Can mods be uploaded onto that? But glad you told me. Thank you. I'm going to start reminding the modders about that (unless they know it already, in which case, excellent).
Most of the people who participate in Beta testing are nice, kind, courteous people who understand the importance of complimenting others and supporting companies. They're the sort of people who fill out surveys and what not because it's the right thing to do. Unfortunately, these types of people are on average not-particularly-great at strategy games, which requires a different and less pleasant set of skills. The wolves and the jerks only come out afterwards, wh
Skyrim has the Nexus Mod Manager, which is an easy way for people who suck at computers to manage and download mods. LOOK It up if you don't know what it is. GC III needs SOMETHING that's similar. Consequently, people can create mods and EASILY share them with one another. THIS IS VERY IMPORTANT. Otherwise it will be VERY difficult to share and market mods. THE DEVELOPERS NEED TO CREATE A PLACE AND EASY TO USE PROGRAM AND SITE BY WHI
[quote who="Azunai_" reply="2" id="3561481"] doesn't work so easily. shipyards have about 8/8/8 attack, 10/10/10 defense and 150 HP. you need more than just a small fighter to destroy a shipyard, [/quote] Ohhhhhh. Huh. I actually haven't fought a real war yet in several dozen hours of play. There was never any need.
[quote who="asinine_99" reply="96" id="3561558"] How about trying without Thalan tech? It definitely makes life easier with quick access to the Hyperion Matrix and the Gaia Vortex, along with cheap Hives everywhere. [/quote] It won't matter. The problem is once the human gets to >50 colonies, the game is effectively won. Thalan tech just makes it faster (so I don't have to play as long).
An example of in-game diplomacy with the AI: YOR: I hate you. Notice the -12 modifier on my diplomacy screen signifying how much I hate you. I'M GOING TO INVADE YOU SOON. Human: Um, yes. That is in fact a major problem. Could I, um, look at how many colonies you have and how many ships you have with which to invade me? YOR: Of course. In the meantime also take a look at what military techs I have so you know EXACTLY what to build
[quote who="aaronofely" reply="93" id="3561528"] "Because I like the process of feeling powerful. But I DON'T like the tedious work that comes with it." So in lay mans terms what you are saying is; I like sex but I want to skip the tedium of foreplay? [/quote] SORT of. The problem with your analogy is that the "foreplay" in this case is more like bashing your head repetitively against a wall.
How, hedetet? How do I give you my saved game? On one condition: you actually try in good faith to win the game. Even if you aren't very good at it, it has to be done in good faith.
[quote who="Buladelu" reply="53" id="3561559"] ...So what's another game with 8/10 in AI? Anyway, we're all sane people and understand you won't spend thousands of workhours so that 100 people in the world could get their fight with AI on highest possible difficulty with minimal handicap. All I want is no easy exploits. Sane diplomacy and geopolitics. Good appraisal of situations. All this basis that makes AI adequate. What I really hate is a situ
Another interesting idea at the beginning of the game: If you blow up ALL of the AI's shipyards, and keep a SMALL fighter stationed over EACH of their worlds, they're f-ed, right??? RIGHT?????????? (This idea should make multiplayer a lot more fun. Think about it).
A very simple idea: if you manage to destroy all of the enemies' shipyards, and prevent them from building new shipyards you've beaten the enemy and can demand anything you want. A small fighter in outer space can completely dominate a giant class 26 world if it has local space control because on the turn the class 26 world builds a shipyard, that fighter can shoot it down. And if the world doesn't happen to have ships on it, THAT WORLD CAN'T DO ANYTHING ABOUT IT UNLESS REINFO
Three things that can be added quickly: 1. A holistic approach- i.e. a holistic stat. This stat is triggered when someone or some race is dominating the game (they have too many colonies, for example). It makes all the other AI want to secretly work together against that force. It won't show up in diplomatic modifiers (-12 relations: YOU ARE TOO POWERFUL, which is really clunky and warns the human immediately to PREPARE FOR WAR). Instead it'll show up s
Also, I would like to point out one of the biggest selling points of the Portal expansion is GlaDoS, the evil manipulative AI mastermind of the game. If you can make a GlaDoS equivalent in a 4x game, it could very possibly make the game revolutionary like Portal. It can't be that hard to program, right? All you need to do is to find a way to make the AI mass fleets for an attack (even the Civ IV AIs managed that, though they did it rather obviously), and for the AI to
The problem with Gal Civ III is that it has so many features and... things that it becomes hard to focus on what's really important: challenging the player through intelligent AI design. The game has a lot of glitter, which is important for marketing and selling the game. But... the core mechanics for a 4x game is probably just a little above average, I'd say. It's AI is close to civ IV's AI. It works ok on normal conditions, but the moment you
If this is too much to program, I understand. After all, everyone has a limited amount of time and a limited amount of programming ability. The people at Stardock have already made a good game, and if they are content with what they have, then I completely and absolutely respect that decision.
"AI realism" should be an option players are allowed to choose. I agree. Not everyone can handle it. In fact most probably won't be able to initially (WHY THE HELL DID THE AI LIE TO ME, RAWWWWWR. I HATE THIS GAME. I NEVER WANT TO SEE IT AGAIN. RAWWWWWWWR). And then after they complain, they'll probably go back and play it more BECAUSE IT WOULD MAKE THE GAME FREAKING ADDICTIVE. People love plot twists, even when it kills off their favor
Programmer and developers did a good job with the game. However, they focus too much on specific tactics of the AI. Much more important to improve the AI's strategic thinking. I believe Frogboy is focusing on the wrong issues and won't really fix the problems with games like this. Instead of playing whack a mole, there are more intelligent ways of dealing with the issues. Analysis: Basic problem of 4x games: at some point in the game you know you'v
Personally I think the best compliment and courtesy I can give to the game developers is to SPEND TIME ON THE GAME AND SHOW PASSION FOR IT. It means they made a good game. Everything else is secondary. Words, after all, are mostly empty. If they can't separate the content of the thoughts from the emotional tone of these thoughts, then that's too bad. NOT ALL GOOD ADVICE COME IN PLEASANT LANGUAGE. On the other hand, if this
Screenshots posted. Made it to turn 50. 96 Colonies. Teching everything in 1 turn. Outproducing all of the AI by 2x, even the Yor as you can see on the graph. Another idea: one of the difficulties of getting late game information especially on larger maps is because ALMOST NO ONE manages to get to the late game on the larger maps. They feel like they've already won, and the rest of it is just a tedious chore. So they stop on turn 50 or 100 or
But I'm NOT being discourteous. This is how I act when I LIKE someone and I feel like they're tough enough to take it. Personally I think they did a fine job with the resources they were given. If I didn't like them, I'd just smile and PRETEND TO BE NICE, compliment them to make them feel good about themselves, and then ignore them. There's no point in pushing dumb people to do better. The only reason I'm posting things like this
Because I like the process of feeling powerful. But I DON'T like the tedious work that comes with it. That's why I play up to turn 50 where I'm pretty sure I've won the game, and then I stop. The AI ISN'T SMART ENOUGH to deal with a dominant human. They don't know when to work together to take down a dominant common threat. I would also like to delegate responsibility to a competent AI. But the AI isn't
No, no, no, no, no. Don't compliment them! If you do that, they'll get lazy. They're SMART people, and if you compliment smart people, they get LAZY. I KNOW from experience. They probably know it too.
When I negotiate with another member of MY SAME SPECIES, I expect them to lie. That's part of negotiation, right? So why is it that when I talk to weird, potentially hostile interstellar aliens from another part of the galaxy (and a completely different species), on the first meeting they immediately tell me vital and accurate information like how many colonies they have, how much they like me, what techs they have, and the number of ships they have? Why are they pro
If you can get the AI to PUNISH ME when I BEHAVE BADLY, then you don't need to fix details like "Colonizer" or "the human player using these exploits expand too quickly." Do you understand? The problem is you're trying to play whack-a-mole with the min-maxers and that's never a good idea because once you whack one mole, another one will pop up. There are many of us, and very few of us behave well in games. I'm only a single example of this breed. &nbs