phexac

phexac

Joined Member # 2416257
0 Posts 1 Replies 8,750 Reputation

I looked through the forums, and for most forums, the last post was like a week ago. Talk about a community that just kicked it.... Or did we move to another site? Cuz this is just sad. For a game that had continued developer and fan involvement after release as one of the key selling points...this is just.... Civlization 1 forum on CivFanatics.com is more active than this lol...

8 Replies 8,306 Views

I do not play GalCiv2 all that much, so it's harder for me to notices exact changes in behavior, however it did seem that playing on painful, winning was a lot easier in TA than DL, as AI just didn't seem as aggressive and competent. I am not sure how much of the issues people are describing are real and how much are just exaggerations due to frustration, but I would like to know if these isses have been fixed in the latest patch, or what, if anything is being done about them?

0 Replies 2,064 Views

I am playing on tough right, and I was under the impression that computer did not cheat until the very highest levels. Then I go to place my spies on some Korath planets, and I see that planets with 2 slave canyons and one anti-matter plant are producing over 150 military production and about same social. WTF???

12 Replies 8,322 Views

They are always small and do a lot more damage per size, than other weapons... Once you get to Ion beam, it's a really cheap tech for some reason, compared to weapon techs of the same level, and it increases in damage every level, surpassing the missile damage of the same level... Am I completely off here, or is do other people think so as well?

8 Replies 8,552 Views

All other weapon techs of that level are really high up there in research cost, while Ion Beams are like 1k-2k research points. Also, and this isn't a bug, but rather a balancing issue, beam weapons seem to be the strongest choice out there. Mass drivers and missiles are not really as good...

3 Replies 4,369 Views

HERE YOU GO: ------------- Debug Message: Version v1.91 Twilight of the Arnor last updated on: Thu May 1 12:15:51 2008 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 5/14/2008, 13:17:37 DirectX Version: DirectX 10 Machine Name: KIRILL-PC Operating System: Windows Vista™ Home Premium (6.0, Build 6001) Service Pack 1 (6001.longhorn_rtm.080118-1840) Languages: English (Regional Setting

3 Replies 3,580 Views

The reason I would never buy Sins is because games take too long to make it a viable multiplayer game for me, meaning the game would be limited to single player vs AI. There is also no single player campaign. An RTS that is limited to single player skirmishes vs AI is basically worthless. The key to any RTS being a good and popular game and having longevity is its multiplayer because RTS AI tends to be weakest and not at all a challenge to a human player. This means that once you learn

63 Replies 186,642 Views

The repair ship could join in the fleet. Then everything it is attached to get 10% more healing and is slightly more likely (say 5%) going to survive a shot in a battle. Making fleets harder. Not sure that would pay off since you will be giving up space that could be taken up by a combat vessel. I really imagined them accompanying fleets...

150 Replies 105,825 Views

I would like to see the issue with the combat system addressed that is discussed in this thread: Single ships beat fleets thread Basically, it talks about how due to very high attack values at the upper end of the tech tree, attacking a fleet with one powerful ship at a time is more cost-effective than creating your own fleet. It would be nice if the combat system were changed so that fleets became more ef

150 Replies 105,825 Views

There aro only two solutions to this problem: improve AI to recognize what it has to use in any given situation, or change the combat model to be more like the old one, for which the AI was originally designed, and that worked significantly more intuitively, without such peculiarities like bigger fleets being worse, ultimate defenses not usefull, single ship beating whole fleet and surviving... At the end it's Stardock's decision, but

58 Replies 28,124 Views

I don't see how the ability to control each production type individually would make the game auto-win. The AI would be able to to this as well obviously, so you would be on equal footing with it, and at higher difficulty levels, it would get all the same bonuses it does now. I am really not sure where you are coming from here. You might be right, but I can't see a way to lose if you can get all of the advan

44 Replies 17,070 Views

The people arguing against me are defending a game mechanic that is clearly not being used the way it was intended to and that is clearly inferior to the ability to set each production type individually up to 100% both on global and individual planetary scale. It just seems like such an obvious solution that I don't see how other people and designers do not see it... If you have the money for it, you should be able to run

44 Replies 17,070 Views

I am asking because a lot of players will use starbases to boost both their military and their production as well as their influence. At the same time, the AI does not seem to use starbases nearly as much. They set up mining starbases, but they rarely upgrade them as fast as a human player would, and they do not seem to take advantage of economic, military, and influence starbases. Is it just me, or have other players noticed the same thing?

17 Replies 11,016 Views

The people arguing against me are defending a game mechanic that is clearly not being used the way it was intended to and that is clearly inferior to the ability to set each production type individually up to 100% both on global and individual planetary scale. It just seems like such an obvious solution that I don't see how other people and designers do not see it... If you have the money for it, you should be able to run both research and production at maximum capacity. There is no logical reas

44 Replies 17,070 Views

All-tech and all-industry--should it remain in game? How would you remove it? By removing the player's ability to focus production on individual planets? Because that's what that feature is for - allowing one type of production facility to use part of its capacity to augment the other type of facility. It's not even that unrealistic, at least in terms of internal game logic. If a planet's populatio

44 Replies 17,070 Views

Well, you could just use the Civ-like system where attack is matched against defense, and if attack wins, it deals damage. If defense wins, no damage is dealt. I am really not sure at the moment how the combat system works in DA, but it just seems overly complicated. Any link explaining the exact system?

58 Replies 28,124 Views

Just because the game allows it, doesn't mean you have to use it. This game's middle name is "Flexibility". I agree that using reseach output to build ships doesn't make a lot of sense from a simulation point of view, but then being able to completely flip your economy from social to military production in a week doesn't jive with reality, either. So, if you want to play the game as a simulation, just add some house rules: <b

44 Replies 17,070 Views

Yes. It's a game, not a VR Holodeck. There are lots of aspects that we must mold ourselves to and adapt, not try to change the rules because we don't agree with the "reality" of it all. If this were a truely realistic game, we'd be bored out of our minds. I don't know why some of these features raise such a cry of disdain from some people. Adapt or lose. Agreed 100%. It's a singl

44 Replies 17,070 Views

Before I write anything else, I would like to say that I am not criticizing the strategies or players who have taken advantage of this game mechanic. I think the all-industry and all-tech approaches are ingenious ways of taking advantage of an existing game mechanic. What I am talking about is the realism of the existing system. Right now you could have a planet full of factories without a single research building, and if you focus on research, those factories' production will be partia

44 Replies 17,070 Views