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This actually happened in one of the test games where one AI (guess which one?) ROFLstomped the others and was producing thousands of credits each turn.
Were you previously using the default value 1/2 ? It might be convenient to adjust this also for the new release.I might adjust the base placement a little bit for sea bases, it emphasizes coastal locations maybe too much to be optimal. But I've been also busy trying to develop better methodology to reverse some of the bigger functions in the binary. There's some serious challenges.
I might adjust the base placement a little bit for sea bases, it emphasizes coastal locations maybe too much to be optimal. But I've been also busy trying to develop better methodology to reverse some of the bigger functions in the binary. There's some serious challenges.
As another poster observed earlier in the thread, the AI performs at its best in the rover era of technology. After jets and missiles become available, it builds them but doesn't use them as effectively. And as for any kind of combined arms tactics... forget it.
Amusingly, despite all this, nobody researched Advanced Spaceflight (D8) throughout the whole game, so Planet was just left to cook by itself.
Same here. My "solution" has been to disable copters, increase missile range and decrease its price, and decrease needlejet range. Copters are just too powerful and I'm too tempted to wreck the AI with them when given the chance. Missiles are nice because the AI does seem to build them and they will end up killing units when they hit. Needlejets are also extremely powerful so I took away my ability to do long range strikes deep into AI territory with them. Plus the AI can't stray too far from its own bases.I justify it by telling myself that the factions on Planet don't want to repeat the early days of Earth flight with primitive instruments and line of sight weapons. If they want close air support, a needlejet works well. For long range strikes, they would use an unmanned missile not a B-17 style needlejet.
Interesting. I wonder if that's been a problem in my games, too...