adamb1011

adamb1011

Joined Member # 6156329
0 Posts 19 Replies 678 Reputation

I'd love to see a video of your earlygame. I've never tried the malevolent path, maybe thats the issue. I'm usually researching or finished endgame techs by turn 150 - but I still typically have a lot of backfill on techs I consider less important. Like you, at this point though im building a huge super-ship while the AI has large ships at best. Absolutely agree with antimatter plants - only useful for hyperion buildings. And the other resource buildings. And agree

9 Replies 40,925 Views

I'll write a review when I get home tonight. It will be positive! To all the detractors: I agree the game isn't perfect, and it's still a way short of the original vision frogboy and Co sold. The AI still has issues, it's not really balanced yet -although it's come a long way, and there's loads of tweaks and features to be added. BUT: they've tried damn hard and made what is by any objective standard one hell of a game.

58 Replies 217,574 Views

I think you should be able to dump production into repair - using shipyards. So you can repair in 1 turn if needed, but it will basically cost you most of the production used for the ship. The game also probably needs a repair module for military starbases, available fairly early.

24 Replies 97,740 Views

Yeah, I've experienced the exact same thing. The ancient trait is by far the best of all the options, assuming you have a decent number of relics and crystals. Although, you only generate 1800 RP naturally? At turn 150? That seems really low! Build some more research worlds :)

10 Replies 7,734 Views

The other thing is you really should never build a planet with 100% labs. I tend to start with at least 3-4 factories minimum. This makes upgrading cost you substantially less. Generally, I try not to upgrade my planets all at once too. Ie once I research xeno labs, I will only upgrade to them once I have 3 research worlds. Then I will rotate between the worlds, meaning 2 are full research, and 1 is offline (full production) upgrading. I think that way you tend to strike a good

27 Replies 9,838 Views

I slightly disagree on the upgrades. Its not a bad idea to upgrade - its just a bad idea to upgrade earlygame . Lategame you will have a whole bunch of +manu techs, improvements, trade resources, etc, that make upgrading a much better deal and cost you far less in terms of relative output. You'll also (typically) won't have room to expand - so it will be the only way to improve your tech output. I think xeno probably needs a buff to 10%

27 Replies 9,838 Views

Why is the pleasurepark useful? Approval is really easy to get. 2-3 techs for the starbase upgrade and you are in at 100% until mid/lategame... then just trade for the approval resource. Problem solved. Refinery is kind of useful on occasion, antimatter plant (while nerfed badly) is great for boosting Hyperions... Particularily since you can still build multiple antimatter plants Thulium is borderline worthless.

15 Replies 38,290 Views

The Krynn are dominant in my game too. Although manageably so. They outclass me in pop quite a bit, but I have a big tech lead and better core production. That said, I actually find the "ancient" trait to be more overpowered. My race holds 5 relics and 3 crystals right now, and it makes me a complete tech powerhouse even on planets with no research buildings!

55 Replies 37,326 Views

We aren't asking for an AI as smart as a human player. that's unrealistic - at least today. What we are asking for is an AI that is reasonably "intelligent" and executes basic build orders and economic setup so it doesn't need to cheat quite as blatantly to keep up with a human.

45 Replies 16,313 Views

I've said this before Frogboy - if you fix the economy issues it will have a whole bunch of knock on effects that will make all the other problems seem less serious. As such, I'd drop what you are doing with the other stuff and fix this pronto! Ie, lets imagine the AI does something really stupid with a colony ship - running it right up next to a pirate ship and getting it killed. If it's economy is weak, it could take 5-10 turns to recover the popul

73 Replies 273,571 Views

my core strategy was much the same. Constantly induce everyone else to be at war, while I quietly built up a big econ and tech lead.

73 Replies 273,571 Views

I mean, humans can kind of guestimate it based on how much land in the tile... but its in no way a perfect science. Unlike the AI who can calculate up front...

73 Replies 273,571 Views

AGreed with Jorgen. While he and I differ in exact strategies (I will tend to upgrade a bit more than he does), I think what's really important is that you implement a simple rules based system for developing a good economy. Doesn't have to be perfectly optimised, but Does need to be functional and competitive with the player which it is not right now. For example, when an AI colonies a world, it should decide up front a specialisation for it, based on planet bo

73 Replies 273,571 Views

I tend to play altarain. there's a few similar techs there. Particularly one late in the logistics tree, and the ones that it shares with the terrain tree. Also the social matrix thing is really underpowered. I would argue it has very little use right now. Finally, is there a reason why altarians have less terraforming techs? This can really hurt them late game and seems unnecessary...

5 Replies 12,861 Views

That's awesome news. Check out my post in the AI thread if you need some ideas. I actually think the AI will feel much smarter once you fix the economy issues. I see a lot of people complain that the AI does stupid things like run its colony ships into pirates and send in tiny ships 1 at a time vs fleets. All of these things will be less noticeable once the Ai builds colony ships every 1 turn instead of 10, and once the Ai reaches medium ships at a decent pace so se

89 Replies 289,750 Views

I want to start by giving a massive shout out to how awesome this game is already, and how my expectations are somewhat inflated by my experience in gc2. My first experience in 99% of 4x games was that the AI on normal was terrible and I would normally win my first serious game. There would be setbacks and I'd do dumb stuff as I learned, but the AI for these games was normally nowhere near aggressive enough and made lots of dumb errors. I was

73 Replies 273,571 Views

The single greatest AI issue right now is its economic management. It's just really poor at developing a strong economy, which causes it to fall substantially behind in terms of research and production to the average player. Subsequently the AI is still running around with medium ships with 20 attack when I have huge ships with over 400 attack. It's a whitewash. Surely this isn't that hard to fix? The second biggest issue is its

73 Replies 273,571 Views