Vinraith

Vinraith

Joined Member # 2420478
4 Posts 235 Replies 9,560 Reputation

The key point with trade goods, IIRC, is that when you trade them you don't lose them yourself. That is, you're essentially sharing the effect with another race.

4 Replies 4,317 Views

Ideally you'd be able to specify how many sectors square a map was. I don't have an interest in any map larger than "huge," honestly, but would love some sizes inbetween huge and large. It could go up to the limit of ones computer's capabilities, for those that want to start a game now and finish it when GalCiv3 comes out.

35 Replies 40,199 Views

To my knowledge there's no way to do it right now, but I'd really like to see it implemented. For that matter, I'd like to see an option that lets the game continue after the player loses. It'd make it meaningful for me to surrender if I could watch whether the civ I surrendered to went on to destroy my enemies.

4 Replies 3,306 Views

How odd, in my opinion the planetary environments are probably the single best addition in DA. It completely changes the colony rush dynamic.

9 Replies 7,729 Views

This is such an obvious tactic to use it seems crazy that the AI is oblivious of it. It's not, what difficulty were you playing on?

135 Replies 51,326 Views

If that's the case it sounds like the effect could stand to be more pronounced at higher aggressiveness settings. Still, it also sounds like it does what I want it to do, just not enough perhaps. Thanks!

3 Replies 2,740 Views

Do AI races espionage each other? Yup. I'll frequently come across agents on alien worlds that I didn't put there.

38 Replies 22,419 Views

I never liked the DL system. It was too trivial, really. Set 10 bc spending per civ early on and just sit back as the info and techs roll in. The new one is much more interactive and consequently much more interesting. It's harder to acquire information and techs. I wouldn't mind seeing the DA system refined a bit, but a reversion would be very unfortunate.

38 Replies 22,419 Views

I do see this, but I don't think I have ever seen an upgraded one, so it's still pretty useless. Generally speaking they are upgraded when I see them being used for defense, as opposed to for range extension. They may not be upgraded enough , but I've seen the AI use them to pretty good effect from time to time.

135 Replies 51,326 Views

Also does the AI ever build military starbases? I dont recall ever seeing any. Yup, it definitely does. Generally it uses them defensively, to cover the homeworld or other vulnerable spots. I recall attacking comparitively low-tech Iconians in a previous game only to find my snazzy high-tech fleet blasted to shrapenel in orbit because I'd failed to notice the three (!) military starbases he'd built nearby. Ge

135 Replies 51,326 Views

Perhaps I should clarify that I'm asking because so many of the high level players (see the "How do you like the new AI?" thread) seem to abuse the diplomacy model to achieve victory. If, then, the aggression slider is effectively a diplomacy difficulty slider I'd think it'd be an ideal solution to that problem.

3 Replies 2,740 Views

Obviously increasing the aggression slider makes the AI more likely to declare war. How does it do that, though? Is it simply a behavioral tweak, or is it actually an alteration to the AI's diplomatic modifiers? That is, would it make diplomacy in general harder?

3 Replies 2,740 Views

Yup, late game minors really need to spawn with appropriate defenses. Dread Lords need to spawn with a very nasty fleet.

11 Replies 8,092 Views