Originally posted by Darsnan
First off, congrats to you on your victory: sounds like you haven't lost a step in regards to playing the Hive.
So essentially it took you 107 turns to complete a military victory. I find it extremely interesting that, after all the work I've done trying to get the AI to play better, that I really haven't slowed down an elite human player one iota. Did you at least find the game interesting, or enjoyable?
First off, congrats to you on your victory: sounds like you haven't lost a step in regards to playing the Hive.
So essentially it took you 107 turns to complete a military victory. I find it extremely interesting that, after all the work I've done trying to get the AI to play better, that I really haven't slowed down an elite human player one iota. Did you at least find the game interesting, or enjoyable?
Originally posted by Darsnan
Yeah, I've been thinking about my initial reply in this regards. I do believe your initial comment regarding the WP is correct, and that it needs to be addressed in regards to a water world environment.
Yeah, I've been thinking about my initial reply in this regards. I do believe your initial comment regarding the WP is correct, and that it needs to be addressed in regards to a water world environment.
Originally posted by Darsnan
Yup. Since the AI doesn't use AC very well, why I had to come up with some kind of counter to hack away at a human's AC: these, along with the SP-88 and Attack Carriers do a fine job in this regard.
Yup. Since the AI doesn't use AC very well, why I had to come up with some kind of counter to hack away at a human's AC: these, along with the SP-88 and Attack Carriers do a fine job in this regard.
Originally posted by Darsnan
Really!?! At Superconductor you think this is too late in the tech tree? I've typically thought it a good fit at this tech, as it comes right after Doc:Init, and right before Doc:AP, and plus it makes Superconductor a more desireable offshoot tech now by adding the submarine feature. I have thought before about putting the Seawolf at Doc:Init (which IMO is the only other logical place to put it), but on a waterworld this then makes this tech overpowering, what with it already having the MCC and the Cruiser chassis.
Really!?! At Superconductor you think this is too late in the tech tree? I've typically thought it a good fit at this tech, as it comes right after Doc:Init, and right before Doc:AP, and plus it makes Superconductor a more desireable offshoot tech now by adding the submarine feature. I have thought before about putting the Seawolf at Doc:Init (which IMO is the only other logical place to put it), but on a waterworld this then makes this tech overpowering, what with it already having the MCC and the Cruiser chassis.
Originally posted by Darsnan
PM sent.
D
PM sent.
D
I think the aliens need to actually be given more of a boost (eep i know, perhaps i was just lucky as they were starting to beat down on the cult at the same time as myself) as i found Dee to be by far the biggest challenge with her large bases. The aliens were constantly asking her to pact vs me and looked to be giving her techs for doing so she had the best of both worlds in an industry with free tech.
Plus i always had the backup option of just gassing the aliens whereas i held off against Dee until near the end.
I gassed her once by mistake, she gassed me 3 times, so i gassed her back 10, she gassed me a few more and from then on it was autogas mode to the point where my submissive drones cancelled pact and had to be taken out aswell
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