I had exatly same problem on my huge maso game. Didn't do anything special during the game (at least I can't remember) and bang - 0 points. Very annoying to notice such after spending some >10 hours at that game.
Periz
> Ray wrote: > 1) Declare that Euro Alliance is open to galcivers of all nationalities > 2) Only criterion is that they must have the Euro spirit > 3) If not, they should have at least visited Europe > 4) Or they must at least have thought about visiting Europe 4½) Or they must at least have slight idea were Europe is located on world map ;-). E.g. it is not one of the states in US. > 5) If people still don't join, break down and beg
Re-assignments are the reason that I only start using them at very end to ease up the handling of many constructors. But if you could move the rally points, you would not need to do the re-assingments so much. You could assign all war ships to one and constructors to another rally point and then move these to new locations. Currently to change destination of say 20 planets takes ~100 clicks which is awful.
And please add a way to move existing rally points. That would save tons of clicks in many cases.
Is there any way to move existing rally points? I thought there was, but I cannot figure it out any more. This would ease up the management a lot.
I have one loss posted with 528 score (it is actually my 5th best score at the moment ;-). I also had one loss in Maso with over 600 points, but that did not get posted because of some connection trouble and I did not bother to reload that game for second try. [Message Edited]
Iskabis, your analysis is correct (I did not have any ships in any of my planet, so it just targeted the starbases). And I can really understand what Brad is saying about the game slowing down too much if each ship starts to do too detailed calculations (I remember some early betas being really slow when lot of ships were around and it speeded up a lot when Brad changed the ship handling AI). Brad - what are you meaning with "make the AI even more intelligent in basic strategic terms"?<
I've noticed that AIs usually start war without having any fleet anywhere near your planets and therefore you usually have plenty of time to build your defences. This happened even in my last game where I had 3 AIs at Genius and 2 at Incredible. Therefore I never even bother to keep the defences up (I never build any war ships if I'm not in war) and I have no real problem keeping my planets. One thing that I noticed though in my last game was that Drengin AI goes for starbases if it ca
Because in ground combat you do not get any extra bonus from those extra troops. It just speeds up the fighting as you don't need go through several battles. But at the same time it increases the luck factor to both ways: e.g. you get very high advantage, that same advantage is used for all the troops and same with low advantage. With several separate attacks each of them has their own throw and probably different results. Periz
Actually after thinking a bit how the base point could be calculated I came to following very easy algorithm: difficulty * (sqrt(number of stars >15)) * 20 IMO game length is mainly depended on how many stars you have in the map and not so much about the size of it. So this way dense large map would also equal rare gigantic, but dense tiny could not pass it in points. Here are some exmple calculations how this would work (those star numbers are just out of my head, so
Just yesterday evening had the same problem as you LastWolf: Finally won game in large map with all AIs set to Genius (Crippling difficulty level) and got mere 622 points. And people playing with fool difficulty are getting >5000 points. I like the idea of Solitair, where you would have certain base points based on the starting conditions. And then maybe the other factors could change it between +20% - -50% if you win it and losing would drop it to -50% - -100%. E.g. if you win by alli
Same problem here :(. It probably takes so long to install that I cannot play today - arrggghhh...
No one yet from Finland - well Helsinki, Finland.
I actually think that the metaverse is showing the difficulty correctly and the real problem is that all AI difficulty settings end up one lower than what you select (eg. genius -> smart and so on). And this is probably caused by that new brilliant AI level addition. At least when setting AI to smart games are much much easier to win than in previous beta and even as genious they only seem to play at same level as previous smart AIs.
Hold "Alt" and type "64" --> @ ;-) Developers should really fix this (or have it in FAQ for us non US keyboard users ;-).
I've seen lots of complains about the governors, but so far I have not understood why you cannot use them and I definitely have not seen any clear new idea on how to change them. I myself can use them just fine. I know they are just a queue, but there isn't any other way than queue to build new improvements . And with those 4 governors you can easily make 4 different queues to suit 4 different needs (and thats is just enough for me atleast). I try to explain how I use them:<br
I don't know what you did with this build, but it finally "fixed" the sound problem in planet screen for me (SB Live Value on XP). Though the "fix" seems to be that it doesn't play any sounds or music when that screen is opened, but even this is much better than those very annoying beeps and clicks.
Same problem here with SB Live Value on XP
I just tought I'll bring this issue up again, as I haven't heard any progress with it in over month. B3E still has the music+sound conflicting issue on planet screen at least on my computer: - XP + SP1 - Default XP directX installation - SoundBlaster Live Value - Exactly same problem happens with all following sound card drivers: XP default, XP SP1 default (if it actually differs from previous), Creatives newest (17.7.2002) drivers for SB Live Value and also with Sound
I think the issue can be fixed most easily in AI code for now: it would just dispand these too bad planets. But a dialog of accepting planets to join you empire would make sence in long run (eg. Iraq cannot join EU without EUs acceptance, luckily).
It seems to be very easy to destroy AI players economy by starting to colonise all the crappy planets on their sectors (
Hey - if the constructor can build a starbase in matter seconds, why cannot it fix the outer hull of existing starbase too (thats why I did not want it to fully repair the starbase, but just fix biggest holes ;-). Ok, maybe 50 hit poinst fix/constructor would be better.
Hmm - this forum changed my text in last message. if it only has 115 = if it only has below 20 hitpoints. I would like to see immediate increase in hitpoint from like 15 to 115 (...)
But that "repair bay" upgrade only increases the repair rate in the sector AFAIK. And this won't save your starbase from a battleship, if it only has 115 (if 100 HP fix was used).
I would like to get an option to repair existing starbase, when constructor comes to it (eg. in the dialog, where it asks do you want to upgrade this starbase). Its really annoying to lose a "fully" upgraded starbase, when you have couple of constructors sitting near by. Maybe one constructor could only repair 100 hps, but there definitely needs to be some way to help them survive.