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RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 9:05 am
by Data
I second that but then again a game that's not prone to exploit is a rare thing. Come to think of it, is there such a thing?
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 9:11 am
by Gelatinous Cube
ORIGINAL: Data
I second that but then again a game that's not prone to exploit is a rare thing. Come to think of it, is there such a thing?
Tic Tac Toe? [&o]
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 9:33 am
by Bingeling
ORIGINAL: Data
I second that but then again a game that's not prone to exploit is a rare thing. Come to think of it, is there such a thing?
The problem in this game is that I get in doubt on what is an exploit or not. The AI will agree to stuff I consider very stupid. Like selling galaxy map, the price is even dependent on new value, so you can see how much new stuff they have to offer...
Putting contested bases just to sell them... That is very much an exploit. Seeing the AI just about to destroy the gas mine they declared war because of? Pause, negotiate peace, use the gas mining base they value highly (which as 10 seconds to live), and grab whatever else they got that you fancy. Not quite as exploit, but. If you are really lucky they got more mines they want, that will make them declare another war in some time. More cash and tech!
I consider having construction ships built as explorers (to be built on space ports) an exploit, but that is probably just me. It should not be possible. Other ship designs are something of the same (Cruiser strength explorers with long range scanners?)
I also consider the tech trading activities suggested exploits, but that is just me. The problem is that the AI does not do that kind of things, and that it is very profitable. And very profitable makes the game very easy.
I feel too good resort base setup is approaching exploit. Because it is too good. But that is just me. They are unbalanced.
I feel the built in way of the ancients works like an exploit, but that is a core game design feature. I think the AI can get them too, though, but not through the story.
So that there is quite a lot that is very nice for me, that i don't do, for some reason or another. Basically any too good idea the AI does not abuse works quite like an exploit.
If the AI did some of the very good ideas you discover, this game would not be newbie friendly, though. At all.
Now, if we get some more game setup options and difficulty sliders. Most of these things may not longer be exploits. They may be required to survive [8D]
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 9:41 am
by Bingeling
Oh, and to add about exploits.
The good thing about this game, is that it is single player. Which means you can do everything you want, and harm no others. You can reload on wars turning bad, whatever, no innocents will be hurt by this.
What hurts me, is myself doing things I feel is negative for my long game enjoyment. What annoys me a little bit is people recommending practices I feel will be negative for other people's long term enjoyment, and that should not be necessary in order to beat the AI.
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 11:08 am
by Data
I agree. Furthermore, each of us has a mind of his own to determine what's best or not for our own level of fun. This is a learning curve of it's own.
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 5:44 pm
by MartialDoctor
ORIGINAL: Gelatinous Cube
Resorts are huge, but I actually make most of my money from trading tech. Would like to see an option for no tech trading at all, as I think that would make for a pretty cool alternate "feel."
You could also put the other empires at a higher tech level than you. You won't have this "problem" anymore [8D]
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 6:05 pm
by MadMcAl
You could build the "Sith Empire"...
Design an extremely powerfull race.
Intelligence 150, reproduction rate 1.5, agression 75, cation 150, friendliness 30, loyality 150.
Give them a research, a fleet maintenance, a war weariness and a satisfaction bonus. Oh, and of course a spy bonus.
All in all make them very unpleasant, strategic very... carefull, high tech prone.
Their colonies are happy for them.
They won't trade with you.
They can support nearly twice the fleet through the happiness and the maintenance bonus.
Give them the Way of Darkness.
And now place them somewhere where you not start.
You are in the core?, they are in the rim.
If it would be possible to say east rim and west rim... well you know.
These sith should gobble up every bit of real estate in their vicinity.
And now tell me that this empire will not be a challenge.
RE: Resorts - just a little hint
Posted: Sat Nov 05, 2011 6:24 pm
by Bingeling
ORIGINAL: MartialDoctor
ORIGINAL: Gelatinous Cube
Resorts are huge, but I actually make most of my money from trading tech. Would like to see an option for no tech trading at all, as I think that would make for a pretty cool alternate "feel."
You could also put the other empires at a higher tech level than you. You won't have this "problem" anymore [8D]
All you need is a race tech to get started

RE: Resorts - just a little hint
Posted: Sun Jul 22, 2012 4:57 pm
by herrynelson
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