Frogboy

Frogboy

Joined Last seen Member # 1
2,176 Posts 8,169 Replies 103,643 Reputation

I agree on some of this. I've spent a lot of time coding on all these points. The biggest problem is they don't let the AI design it's own ships. I only can choose among the crummy ships that it generates. It's very very frustrating. At some point we will probably write a full on ship designer AI. But that's like a solid 2 months of work.

17 Replies 86,890 Views

Btw, if you unhide fow, it unhides it for all players. AI does not know where the good planets are or where your ships are. For 2.3 I let auto survey detect where anomalies are however for all players.

34 Replies 194,137 Views

The two biggest AI challenges remain The extreme logistics system numbers,which it really struggles with and the way they implemented the ship design system. This weekend I improved on both which should show up in 2.3. (Opt in will come up soon). But it's a non trivial AI challenge. in GalCiv II I had the AI design it's own ships. In GalCiv III hey chose to use xml templates for some reason. I will probably be replacing that whole system eventually. But

34 Replies 194,137 Views

[quote who="a0152570" reply="14" id="3679523"] Quoting Frogboy, reply 9 Fundamentally, the system is broken. During the darker moments, it's tempting to just build a review bot and player bot and just have a 91% positive review score with 14,000 concurrent users. But then there is no way to tell if people really like the g

19 Replies 116,571 Views

@tad any theories on why that is? We play in e large maps here but we tend to have good net connections. we have theorized that larger maps encounter some sort of steamworks time out due to the data size if it's transferring over a slower connection. Can you add me as a friend in Steam? I'll try playing with you.

86 Replies 374,783 Views

[quote who="zuPloed" reply="6" id="3677828"] Autobuild for planetary projects would be great. [/quote] We have this. It's the governor. Re First Citizens, techs, etc. Those choices do not resemble the ones I make.

30 Replies 175,879 Views

This seems more theory rant than actual. 20 chained aid researches would represent 250 or so turns of the planet being busy. you have infinite administrators. Every 10 turns you get a new citizen. Make it an admistrstor. After 100 turns you'd have 50 + 4 original + 20 or so from techs. Are you suggesting you have more than 70 planets and starbses after 100 turns? You don't have to train legions. You can choose a general which will give you 5. I think invasion tech give

30 Replies 175,879 Views

[quote who="VladelMC" reply="25" id="3675950"] I was literally playing yesterday and since crusade was installed, the maps have been ruined. [/quote] the map sizes are now identical to the best game in terms of size.

35 Replies 125,033 Views

Map sizes were updated today. They are now exactly the same as the base game. next week a new, bigger map,size called ludicrous that's about 4X bigger than insane is expected to be released. You upgrade starbaes by selecting them and buying the modules you want.

21 Replies 93,473 Views

[quote who="tasgilt" reply="8" id="3669969"] Question, will your spy act as a counter-spy to all your planets? Or will you have to assign one to each planet to protect it? [/quote] Your unassigned spies provide counter-intelligence services. When a spy shows up on your world, you can use your spy to kill it.

56 Replies 333,393 Views

[quote who="Yaxche" reply="6" id="3669964"] I guess I'm having trouble understanding what role population plays in the economy now, other than a drain on resources (hey now!). [/quote] Population provides the raw production of a planet.

56 Replies 333,393 Views

[quote who="zzyzzyxx2" reply="12" id="3669733"] Interesting... I do have an Intel based video card on this laptop. It has worked always before, in fact for over 350 hours of game time. I wonder what changed? An update on their part? Any ideas before I go searching for information on this issue? As for too many players... I can't even get the game to start LOL, But I too have had issues with huge games in the past, had to tone it dawn a bit for more

22 Replies 67,919 Views

[quote who="GalCivius" reply="3" id="3668365"] This sounds all extremely cool. Love the Drengin guy! [e digicons]:)[/e] One thing I'm wondering about is how games using various resource settings will play out in Crusade (that seems to go esp. for those interstellar resources needed for weapons, bigger ships). [/quote] Those resource settings are going to go away.

76 Replies 509,594 Views

[quote who="Seilore" reply="1" id="3668361"] First I love what I see about the citizens so far and interesting city blocks. No more constructors for upgrading star bases sounds awesome. Don't know what I think about administrators being used for survey ships but, we'll see. Some of the trade resources (rare resources) seem to be missing that are currently in the game are they being eliminated? [/quote] No. I just gave a partial list.

76 Replies 509,594 Views

[quote who="RedneckDude" reply="17" id="3667572"] But feel free to chat with me here. And then he disappears.... [/quote] I'm here. But my recommendation would be a YouTube video to learn task manager.

27 Replies 232,239 Views

[quote who="jirkaesch" reply="13" id="3667540"] Quoting pshaw, reply 12 Note that the "leaders" can freely change between what bonuses they provide. I have understood it this way. BTW, we (founders) are getting the beta this week, aren´t we? [e digicons]:P[/e] [/quote]<

72 Replies 472,247 Views

[quote who="Larsenex" reply="25" id="3667323"] I am late to the party. Will Star Control be a 64 bit game and will it have support for DX12? [/quote] Yes.

65 Replies 1,244,540 Views