Hi, It seems it is still not possible to edit your character once you've created it, which is a real pain since you have to go through the whole process again if you just want to change some attribute or whatever. Currently, only option is to delete character altogether. Thanks !
Wittgenstein83
Ok, thanks !
Lucky you ! I've never been attacked by the AI, even when we are at war and he stands next to empty cities
Pardon me, but I still can't find where the tech is ...
Ok thanks I'm sorry but which / where in the tree is the tech ? I couldn't find it in the Hiergamon
Hello, I'm stuck with all the AI cities I've conquered, many of which suck ; this ruins my administration costs. Is it supposed to be you must keep all cities you conquer ? This is be awful on a large map. I'm pretty sure you could raze cities in previous Beta versions. Thanks !
+1 with the OP The point is not of realism, but that summoned bears appear very early in the game. I have wiped out an entire large map early game with 1 army of just a high speed sovereign & a summoned bear (and very poor AI play of course) Maybe a tighter link between summoned creature power and sovereign magic power ?
Maybe I've been unlucky or missing something, or maybe it's not for beta version, but during most of my Elemental games I simply stop playing quite early out of boredom due to - so it seems to me - incredibly poor AI : my territory has never been attacked except by NPCs. I think the following counts as a bug : This is early game, hard level : I am at war with the guy, my capital is totally empty, he's standing just next to it and goes away. Reloaded many times and always same
Hello, Still some problems with that : - Screenshot : http://www.screencast.com/users/Gavagai/folders/Jing/media/4e6a0e9d-13a7-4120-9b5d-b05a06a228a0 - Save game: <a href="http://rapidshare.com/files/410181890/Startin
I know nothing about AI programming and very little about video games, so forgive me if my question is stupid : Why not allow the AI to "think" longer before playing ? I play computer chess, where there is a strong correlation (although not linear of course) between the program's playing strength and the amount of time its computes before playing. Wouldn't that work in strategy video games ? I wouldn't mind waiting one or two minutes before the AI plays (for late-game turns at
[quote who="keithLamothe" reply="1" id="1937718"] To clarify: are you wanting more chess-like strategy where being able to see and understand all potential scenarios X moves ahead is both desirable and reasonably possible?[/quote] Yes. I admit I do not really know what it would mean for a game to focus more on calculation situations, but for sure it requires to have good information on your opponent and context, so it cannot be always the case (contrary to chess, where co
Hi all, A stratgegy game is a game where players have to think. But it seems to me that "thinking" can mean two different things : 1) Know and apply general rules of the form "if XYZ is the case, than the best move is A", for instance : "if your opponent has unit X, use unit Y" ; "if you want to maximise production, have N economic planets and M production planets" ; "in the beginning of the game, unit speed is more important than culture" ; etc. Thus, to be good
Hello again ! I played DA 1.80e 098 recently, and the bug I mentioned in my first post is still there ! It should not be difficult to fix, should it ? Because it is really annoying : it makes me lose a lot of time, given that if you like to micromanage you will have to adjust these sliders a lot. Maybe my description of the issue was not clear enough. So I took the liberty to renew this post and draw attention to this issue, so that it finally gets addressed. Thank you
I experience the same bug
I second this motion too ; everything that improves the way the AI defends its planets is good, and to do it with a local change seems better than to wait a global AI warmongering skill tweak
This small UI bug is old (and maybe already reported), yet it was never fixed (DL and DA) : 1) the location of the cursor on the sliders (military, social and research) does not correspond to the percentage allowed, neither a) absolutely (cursor at the right end of the bar deos not correspond to 100%) nor b) relatively (I can have 42 on social and 56 on research ant yet the social cursor will be farther to the right) 2) when you increase or decrease the percentage of one slider, it does
Did you uncheck the "remove functionnal components" case in the game options ?
I don't know whether defenses are really useful or not, but anyway I think one must keep in mind that : 1) the three weapons have very different tech cost. Missile is very tech cheap at the beginning and become very expensive pretty soon (it is 30% more expensive to research anti-matter torpedo III than disruptors, although these weapons are equivalent) ; this obtains also for mass drivers (if you use nano ripper) ; on the contrary, beam weapons are more expensive in the beginning but from
Maybe you are right to say defenses are overpriced, yet it is not true that defenses = hp, because, as says Kyro in a post (https://forums.galciv2.com/?forumid=421&aid=139395), "the maximum defense rolls reset after each round", wich is not the case for hp.
The original Galactic Civilizations (OS/2, 1993) was the first PC game to have a multithreaded AI. So yes, the AI is calculating while you are taking your turn. At the time, it was discussed how chess AIs would benefit from using the same model as Galactic Civilizations. That it is multi-threaded does not imply it thinks while you play, does it ? As a matter of fact, my opinion was the same as Skyjack (AI does not think while you play)
Hello, I wondered whether the AI was calculating while I play my turn. Chess programs, for instance, calculate while you are thinking ; they store their results and use it when it's their turn to play, thus considerably increasing their strength. Given that a single midgame Galciv turn may last pretty long (especially when there is combat involved), the AI engines would (or maybe already do) highly benefit from it. A consequence of this : the fewer AI players, the stronger they wou
Hello Obviously, the new DA features render some DL strategy options invalid. What are the most important strategy changes required according to you ? Some have already been noted : 1) planets that require special tech to colonize render colony rush more difficult. 2) All the more so because of the engines' dramatic cost and space increase. I have two questions regarding this : a) is the speed ability now worth it ? b) does it mean you have to focus less on engine tech or on
Ok, it is quite easy to fix indeed. Sorry for the unnecessary post (newbie plague ...)
Galactopedia (http://www.kynosarges.de/Galactopedia.html) is a small useful program "providing you with exhaustive information on all objects and technologies defined by the game. The information is taken directly from the game’s data files" (the sites reads). It is especially useful for DA, given that the wikia site is not up to date, so it is difficult to have access to all the figures (tech cost, improvement cost and effect, etc.). I guess the syntax error reported in planetimprovements.x