Search results

  1. H

    Does The AI Cheat?

    I haven't studied/looked-at the coding at all, so take this with a grain of salt (aka: it's just likely faulty perception on my part): Fall from Heaven (2) definately is much more 'harsh' than civ/bts, or, at the very least, it's different, which takes awhile to learn/get accustomed to, as...
  2. H

    What controls how the AI uses spells?

    I don't know any of Civ4's/FFH2mods' various codes at all (only worked with Python a tiny bit), but in general the concepts of coding and coding/logic is this: ----------------- @ The Crying Man there's also giving a 'priority/weight rating' indicator/flag too, for an example: do I save the...
  3. H

    Looking for Tips on Deity

    if you want to learn 'builder' play style efficiency (it'll help for diety as you understand what's the effective parts for your commerce/etc needs): custom game: difficulty: settler AI: 0 Map: team battleground Size: duel climate: termperate sealevel: medium era: ancient Speed: quick team...
  4. H

    Looking for Tips on Deity

    yes, "save scumming" as I guess it's called by some now (you must have the 'new random seed on reload' option turned on): save -> reload (load), reload (load), etc until favorable outcomes (also you may need to go back a few saves too, as some conflicts you can't win, and need to go back a few...
  5. H

    Looking for Tips on Deity

    I'd say the main/key ways to get conquest wins on diety: 1. promotions: quality over quantity (get highly promoted units or heroes, enough units to protect them, and eliminate the AI with them) 2. expansion: stay as close to even as you can in quantity of cities with the AI (if you get...
  6. H

    Lower Armageddon counter/Foreign Inquisition

    The AC having a few means of reducing it, is intentional. This is the theme of the game: Erebus is a dangerous place at the very start of the game, and as each turn passes, the world becomes even more broken and chaotic, literally the "going to hell" expression. It also does serve an important...
  7. H

    Trying to get into this mod but so far my experience has been negative

    very ancient (and much older now ~ no longer a stupid "kid" any more) player dabbling again in a bit of FFH2 (at least I was until school started ~ too busy now to play until the symester is over): I'd recommand the 'team_battle_ground' map, as it has some really good choices: (I personally...
  8. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    ya, their fleet/production is really impressive/"magical": it *IS* on simple difficulty level too!!!! ~ only 50 turns into the game: Klackons: ~250 small ships with lasers ~110 small ships with lasers 150 HP (hit point) large ship with mainly lasers (like 1 missile too, but...
  9. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    it is alright, helpful, but I was more looking for how I should try to deal with the Klackons' powerful fleet (in my game), and we both wanting the same star between us, as we're neighbors. Do I try to match them with a fleet of my own, and fight them for the star and maybe elimination, or do...
  10. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    my bad, it's (my previous post is) edited now.
  11. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    I can't provide a sav file, sorry. -------------------------------------------------------------------------------- if you pretend this is the galaxy's shape: 123 456 or (but, it's more like the above though then the below)* 123 456 789 then, I'm at: 5* (upper grid galaxy...
  12. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    I'm actually playing this on an old MAC computer, so it doesn't have any tutorial or "hints/quick tips" in-game, at least not that I'm aware of. I mean the lowest-easiest difficulty level, whatever it is called, and simple does sounds familar (too lazy to pay attention what it's called, lol)...
  13. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    well, I just tried my first new setting type of game: easiest difficulty and smallest map, but did 5 opponents. so, the same "sand box" setting, but with 5 opponents. I thought I had the correct strategy (see below), but I was wrong, lol. Need to learn how to play correctly against 5...
  14. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    thank you! I'll transport pop now, hehe :D I finally beat the game on easiest settings with all the races, time to make the game a little harder now, hehe. not sure exactly what I'm going to do though. maybe I'll keep the same "sand box" settings, but try 3 or 5 opponents.
  15. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    just a quick comment about trades: as a human player you have the power/control to make equal trades, as you know what techs would be fair to trade with each other and which would be abusive to the A.I.'s detriment, and thus not do those trades. You are in full power/control to abuse trading...
  16. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    hey I just thought of this for the Darloks: what if after you steal techs, you then exchange them for more techs. Ya, it makes everyone equal, and undoes your possible spying tech advantage, but it could be a way to improve relations with everyone, and because everyone is equal, they can...
  17. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    I still like doing factories first with the Klackons. While you get the same production bonus from pop as you do factories, the problem is that your growth rate is still slow compared to factories. for the same amount of "economy points" (EPs), I can build like at least x2 the # of factories...
  18. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    thanks! ---------------------------------------------- for colony development: (regardless of mineral penalties, poor and ultra poor) factories (IND) -> max -> factories (IND) + population (ECO) -> max -> research (RES) ----------------------------------------------- and here's...
  19. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    ya, thank you, I had just recently looked at that site, it has some good threads/posts there by you and others, hehe. though, it too didn't have much strategy race-oriented stuff. it has some good posts on early game expansion and game mechanics/maximizing your colonies' economies. but...
  20. H

    HK's MOO1 v1.2 Strategy Discussion Thread

    (i know there's other MOO1 threads, but I wanted to make my own in hopes of getting help and it all being in this one thread for me to look at. so my apologizes for this thread, but it hopefully will be helpful for me in making and hopefully in allowing this thread to stay open/non-deleted)...
Top Bottom