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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


The Prancing Pony (Fellowship of the Ring Empire Thread)
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#925  by Diplomat Peace Phoenix - 3/16/2004 11:22:05 AM

My understanding is that the AIs are the same in both GalCiv and AP.


It is also my understanding. But it could perharps help Stardock to make a better AI for Galciv2.
Realm Beyond will surely add their remarks since they have found lots of loopholes in the AI behavior.

I will add that the better AI is for high AI level: you don't want to increase the difficulty of easier levels
[Message Edited]

                          
#926  by Citizen Matthew Downie - 3/16/2004 11:36:45 AM

I will add that the better AI is for high AI level: you don't want to increase the difficulty of easier levels

The problem at lower levels is that new players start out slowly, take fifteen turns to build a colony ship, build no trade routes, and get attacked by the AIs (who always jump on you when you're weak) before they know what's going on. The sort of AI changes I suggested, fixing AI exploits, are largely irrelevant at low levels, since newbies won't know the exploits. If the AI is to be worse at lower difficulty, they should just be less aggressive to the player, slower to colonise, and build social improvements in a stupid order.



                           Posted via Stardock Central
#927  by Citizen Bam_Bam - 3/16/2004 12:29:58 PM

Realm Beyond will surely add their remarks since they have found lots of loopholes in the AI behavior.


Yes. We have ideas and suggestions to improve game balance. As far as the AI goes, I could not put it more cleanly than damoose said it.

Originally posted by damoose
However, the changes (in V1.2 and 1.49J [b] do not deal with the basic AI flaw of stable relations means a win. Hence the AI does not respond effectively to culture attacks, they will not break alliances with you, they don't don't keep relations hostile if you start a war then beg for peace. They go directly to neutral, yada, yada, yada


That is the fundamental flaw in the game. Once you have figured out the tricks to achieving and maintaining stable relations with the AI, the game is over, because (unless you pull a serious Cletus move) you CANNOT LOSE at that point. A game in which you cannot lose does not remain fun to play for very long, IMO.

                      
#928  by Citizen Matthew Downie - 3/16/2004 12:56:01 PM

As I once suggested once before (but was ignored), we ought to unite behind a list of fairly simple, uncontroversial changes such as the above that we can all agree on and then present it as a sort of petition.



                           Posted via Stardock Central
#929  by Veteran vincible - 3/16/2004 2:00:40 PM

I made a fairly similar post ages ago when this thread was still very active. It got a lot of support, and the main criticism was as above. (Though it was from Sirian and he took 20x as long to say it.)

I haven't played in a couple months, so I don't know if the AI's late-game attacking ability has been improved yet. Based on the comments here, I doubt it.

However, I think this criticism would be blunted if the AI could win through tech victory, and if tech victory was made easier to acheive. Then you would have to race to kill the AI before he got to final frontier, or take over enough of the galaxy that you would have the research base to reach final frontier first yourself.

                        
#930  by Citizen Bam_Bam - 3/16/2004 2:07:53 PM

However, I think this criticism would be blunted if the AI could win through tech victory, and if tech victory was made easier to acheive. Then you would have to race to kill the AI before he got to final frontier, or take over enough of the galaxy that you would have the research base to reach final frontier first yourself.


Blunted, yes. I would not be a fix, however. I have only had one game where I would have lost on an Alien Tech victory. That game was where there was me and single runaway AI--it was all I could do to bribe him until I got 90% of the sectors under my cultural control. For a case like that--no amount of $$ should save you from an AI who has achieved a dominant position--you should have to fight it out. That is one of the good things I remember about MoO--when an AI reached a position where it thought it was dominant--there was nothing that could keep them at bay except for fighting it out.

The AIs should also (in addition to the tech WIN feature that causes a player loss) have more than just military options for victory. Cultural victory, with the AI programmed to place cultural starbases correctly, should also on the table.

                      
#931  by Citizen damoose - 3/16/2004 2:23:40 PM

Indeed!

                      
#932  by Veteran vincible - 3/16/2004 3:42:55 PM

I'd agree with that, Bam Bam. It would even be easy to implement: if the AI meets some criteria for power (say, owns more than half of the yellow stars, or has an economy as large as all others combined, or whatever), it will automatically be at war with at least one other empire.

AI cultural victory would be nice but probably somewhat harder to implement.
[Message Edited]

                        
#933  by Citizen Matthew Downie - 3/16/2004 3:44:12 PM

Cultural victory, with the AI programmed to place cultural starbases correctly

Obviously, that would be ideal, but I was hoping to put together a limited set of proposed changes, something that could be implemented in a couple of days, to paper over the worst of the cracks. Stardock seems to have enough trouble getting the AI to develop resources by sending constructors to the resources - they currently prefer to build starbases one square away from the resource.



                           Posted via Stardock Central
#934  by Citizen Matthew Downie - 3/16/2004 3:50:20 PM

Not sure about having powerful AIs always go to war. I quite like the way a player who's losing can cling on and hope to get some sort of victory (alliance, tech) by peaceful means. You'd get people complaining that they can no longer play the way they like to play. (Not that I ever let an AI control half the galaxy.)

Idea: A tech's perceived value should be divided by the number of people who own it (or something slighlty less dramatic). Eg You sell Sensors to the Torians for 200BC and then try to flog it to the Altarians, and they'd say, "Well, I'll give you 100. And if you won't take that, I'll just get it from the Torians and you'll get nothing."



                           Posted via Stardock Central
#935  by Veteran Captain Jack Sparrow - 3/16/2004 11:30:22 PM

Hi all. Mayito Renegade, we are happy to make your day. Captain Jack has submitted a game for 12 months in a row and I thought that was pretty impressive. Has anyone else done that? For us slow folks who don't get to play as much as we like, we have to emulate the tortise rather than the hare.



We're gonna have to invent a pugh 36 space modulating outboard shell rocket engine for we tortoises to keep up.

Bribing someone to go to war with an AI or giving warships to someone at war with an AI should harm your relationship with that AI.


I would like to see a percentage chance that that happens ie you might not get caught. The percentage can be higher that you do not get caught if you spend more on espionage.

My biggest change I'd like is if you are allied with two civs at war, They shouldn't let you stay neutral forever.

Shouldn't it be posted in a GF thread? I am not sure about who is bowsing this thread.


Oh all us old timers browse each other's threads from time to time.



                          
#936  by Veteran Captain Jack Sparrow - 3/16/2004 11:36:19 PM

As I once suggested once before (but was ignored), we ought to unite behind a list of fairly simple, uncontroversial changes such as the above that we can all agree on and then present it as a sort of petition.


A good suggestion. But at this point, I believe any lobbying at the moment will be for GC2.

                          
#937  by Diplomat Peace Phoenix - 3/17/2004 3:49:53 AM

Shouldn't it be posted in a GF thread? I am not sure about who is bowsing this thread.


Oh all us old timers browse each other's threads from time to time.


I was thinking at Stardock: they surely don't browse the empire forum for bug reporting / evolution proposal

                          
#938  by Citizen musicfan55 - 3/18/2004 7:56:29 PM

Hi all. Have the AI on the ropes again. Need 3 or 4 more maso games for a red shield I think.

Saw a great movie last night called Network (1976). Later. Bye.

                          
#939  by Citizen Lothmorg the Black - 3/18/2004 9:24:58 PM

"I'm mad as hell, and I not going to take it anymore!"

Yeah, I think I remember it.

          
#940  by Citizen musicfan55 - 3/19/2004 4:05:59 PM

Yes that was a great scene in Network. Watched an interesting movie last night called "Sling Blade". Billy Bob Thornton and the other actors were really good.

Well, FotR diehards, second place in the standings will change to third place soon because the guardians are racing past us to challenge special forces. I put in another 60k today and will start another game tomorrow so we can keep FotR in third place for a while.

I think tonight I am watching a Steve Martin movie (? LA Story). Bye.

                          
#941  by Citizen Lothmorg the Black - 3/19/2004 4:12:12 PM

Sling Blade

Uh-huh.

          
#942  by Veteran Theoden of Rohan - 3/19/2004 4:53:55 PM

Sling Blade


I like them French Fried potaters..mm-hmm.

                          
#943  by Veteran Captain Jack Sparrow - 3/22/2004 12:34:39 AM

Ahhhh. I watched a little Harrison Ford movie called Devil's Own.

Also watched a movie called Femme Fatale.
And boy was she.

Both were pretty good. Nothing to write home about, but well worth the rentals.





                          
#944  by Citizen musicfan55 - 3/22/2004 12:14:42 PM

Hi all. Working a gig maso but got stuck in a corner this time which delays my game. The gig map seems smaller if you are in the middle and can easily trade but in the corner means putting out those range extending starbases. It's still tight but if the computer AIs behave, then we will have one more for FotR.

I just watched Apocalypse Now Redux (with the extra 53 minutes added from the original AN). What a stunning flick. It is scarier than the scariest horror movies. Watching an alien pop out of someone's abdomen (like Alien) can make you appreciate special effects, make-up, etc.

Watching Robert Duvall during the Air Cav strike while blaring Wagner and blowing up a village is just plain scary.

"I love the smell of napalm in the morning . . . It smells like . . . victory".

Now THAT is scary. Plus, Marlon Brando is scary and so is Martin sheen (love it when he emerges out of the water near the end to deal with Kurtz. It is sooooo creepy.) So many great scenes and so many great lines. It's a heavy-duty classic. . . but I think I need something light for my next movie.
[Message Edited]

                          
#945  by Citizen Matthew Downie - 3/23/2004 7:16:56 AM

In my last game, I discovered a new tactic, the combat transport alpha strike. It works like this: instead of conquering planets with culture or terror stars as would be normal, you build a load of combat transports and fill them up with troops and then you destroy all the ships defending the planets and then capture them with your soldiers.
OK, this isn't really a new tactic, but I haven't won the game that was in a long time on a big map. It was surprisingly easy. Early on, I was being culturally dominated by Drengin, but as usual the AI was at war and didn't have many ships defending his worlds, so even though his military was about four times the size of mine on the graphs, I was still able to conquer half his planets in a short amount of time.
The only tricky bit is getting your population high enough. The limit of +200 population per planet per turn can be very annoying.
I conquered the evil empires down to a couple of planets each, which increased my rate of population increase, and eventually managed to build a fleet big enough to take down every major alien race in the universe in a few turns, so as to avoid having to go on too long without trade. Not that I needed to do it that way - one of the new minors paid me 350,000 BC to make peace, another advantage of having a large military.

My recent DVD viewing: bizarre Japanese animations, mostly from Studio Ghibli (the Spirited Away guys), including "Kiki's Delivery Service", "The Cat Returns" and "Panda! Go Panda!"



                           Posted via Stardock Central
#946  by Veteran Theoden of Rohan - 3/23/2004 8:43:26 AM

The only tricky bit is getting your population high enough. The limit of +200 population per planet per turn can be very annoying.


You can always trade the AI for their Combat Transports...they come fully loaded and ready to kill! I do this almost every game now. If you can get a tech lead and get a military tech before the AI does (like Corvette, Battleship, Interstellar Tactic, etc) they will trade you all their transports, some tech and some other combat ships! It's nice to trade for a custome invasion force, complete with frigates, etc!




                          
#947  by Citizen Matthew Downie - 3/23/2004 8:47:40 AM

You can always trade the AI for their Combat Transports

Oh yeah, I did that as well. They never build very many, however.
Should have added refusal to sell combat transports to my list of easy ways they ought to improve the AI.

I haven't won the game that was in a long time on a big map

'was' should read 'way'. I hate it when my aura of infallibility fails me...




                           Posted via Stardock Central
#948  by Veteran Theoden of Rohan - 3/23/2004 8:53:52 AM

Should have added refusal to sell combat transports to my list of easy ways they ought to improve the AI.


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! That would suck...I'd actually have to build transports again...


                          
#949  by Citizen Matthew Downie - 3/23/2004 9:00:13 AM

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

I wouldn't worry. It's not like people listen to me.



                           Posted via Stardock Central
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