The ship still has crew, it just doesn't have millions of people in stasis. So you have several thosands of people there instead of billions. Pop never had any implication on production, never did. Its how many factories you have, many factories today are fully automatic, requiring only observers (and some not even that). Population determines you TAX income. If you colonize too much and your pop doesn't keep up you have to pay more on building maintenance (without any actual pro
taltamir
yes... YES! this is one of the reasons huge maps are unplayable...
It would be nice to have a way to rename and change the description of a ship design without having to edit it and "upgrade" the ships in service to change their design name. I am specifically refering to the design name, not the individual ship. For example, if I have created the design "Battleship MK1" with lasers and a few turns aquire gun tech and design "GunShip MK1" and want to rename "Battleship MK1" to "BeamShip MK1" without changing any of its ordenance I will have to recreate it, an
getting screwed by decimal rounding is a bug... its nothing new reallly... i made a thread about it already. I actually find it really REALLY annoying that it does that... it should be based on the base size and just add alittle bit less space. Even if it doesn't make the ship illigal half the time miniturazation doesnt allow you to add any more items because all your existing items got bigger and took up all that extra space.
bump
1. actually... if you want them to surrender to you just load up on the previous turn and reend the turn... they surrender to a different empire every time, after a couple of time of performing that they will surrender to you. 2. Yes human players do that on multiplayer... and its an entirely artificial mechanic to do and quite crazy from the immersion point of view... When the nazies invaded poland they didnt surrender to russia, when the nazies invaded france they didnt surrender to
I would say one of my biggest pet peves with the game is how the AI "intellegently" surrenders to another empire when it is certain its war against me is lost. I always proceed to conquer that species colonies as if nothing happened (which declares war on the empire that accepted their surrender, even if they are my allies they will not be spared). Moving in on your spoils of war in such a manner is unacceptable, there should be stipulations: 1. If the empire estimates its mil
speaking of surrender... I make a point of ALWAYS attacking any empire that accepts a surrender from someone I am at war with... even if its an ally. The mere notion is infuriating...
The NRA has a solution to the barking dogs problem!
look, the changes some of you are asking for will never happen because noone else WANTS that. Compare this to chess, once beyond a certain point (3 power peices more then opponent) it is certain that you win and then you just have to pick the enemy apart. You say that this shouldn't happen, that the challenge should be to the very last second of the game, that is not only illogical, but also will take all the fun out of the game. The AI was hyped, big whoop. It still manages to pose q
Without concurrent combat defence is useless... Forget the cost to build the ship... building ships is easy... making POWERFUL ships takes into account the cost to research advanced technologies and the SIZE items take on a ship. using sensors, engines, and distance one can always get first strike. best defense items give 10 defense per item while best offense give close to 30 offense per item, and takes less space!... this is consistant at lower levels too. If you go the balanced rou
usually I go with 30% hull space for weapons... and 70% for engines (which i research to the max early in the game) .. then make fleets... you end up with fleets that move at 20+ pc/wk.... and dish out enought damage to kill any enemy ship with a single hit (thus no need to waste space on defence as they never hit you)... With the modification of everyone shooting at once combat will change drastically and defences will actually be worth having (probably... defence is STILL more expen
buy a few factories on home planet so that you can BUILD ships rather then buy them... ideal initial conloy size... 100 colonlists. Do NOT increase tax early on, its insignificant at first (less then 10bc a turn) and if people are really happy they breed twice as fast. do NOT buy buildings in other planets... (unless that planet has a 700% boost to manufacturing, buy one factory there and watch the planet flurish in moments... Set spending slider to ma
1. I make each ship unique in appearance based on its function (so i can tell what it is based on its shape.. is it a transport or a colony, a battleship, etc...) 2. I name every ship in a functional manner based on its use with the addition of a number denoting its revision (ie, tech) EX: ColonyMK1, ColonyMK2... EX2: SmallBeamMK1 (recently replaced with just Battleship... i do keep the name between sizes... whats the point of building smaller ships once you have the tech an
for me the BEST part is once you are over the hump and get to pick the spoils of your hard won victory... that so called "hump" is total victory by surpassing everyone in every field from economic to military to research... why SHOULD you have troubles after you do that? the gang up is an option but even it has its limit if you set your borders properly... (they are still all sending smaller weaker ships with older weapons...) No, the reason I think large maps are unplayable is becau
basically its broken... i think the fix requires a change to the base code to allow multiple upgrade pathes with certain ones being "favored" if they exist. (ie, upgrade to neutrality centers if available, if not, upgrade to invention matrix/discovery sphere and check again if neutrality centers are available...)
speaking of BotF it is still being worked on by a modding team... it actually works on winXP thanks to their patch and they are improving it further... I would like to have some space monsters and gaurdians too, and an optional bad guys would be nice but I don't think they fit the plot... the dreadlords are TRAPPED in their mini universe, they cant just pop in and pop out... that is, until they are unleashed and all come out in force.
according to AMD the whole reason they waited so long to make the switch to DDR2 is that because of their more efficient use of bandwidth (compared to intel for example who just eats it up) they only expect a 1% improvement in performance using DDR2 over DDR.... the only reason they are switching now is because DDR2 is comming in a year DDR1 would be obsolete and no one would be making any (so it will be more expensive yet lower quality, like non DDR sdram is today). Esentially there
The learning centers are still bugged... yes they upgrade from research academies, but what if you research invention matrix or discovery spheres before them? (hint, i know what happens, they upgrade into the wrong path). Even if you research learning center immidiatly after research academies and before invention matrix or discovery sphere (ie, they will upgrade correctly) you still have both research structures on the planetary improvement construction options list (and you have to
all core ships have invisible modules and jewlery that looks like modules... what that means is that if you upgrade it and remove the components it will look the same as it did before... then you put your new components on top of the old ones.
it actually makes perfect sense for the AI to do that. I always play a research powerhouse and I am guessing you are too from your description, if you can SINGLEHANDEDLY develop practical defenses againt the weapons that are developed by all the AI memebers at the same time then good for you, you would have left them in the dust anyways, the reason one or two of your ships kick ass is because they are more technologically advanced.
bump... STILL BROKEN!
1. i think the AI did have weapons tech when it built those ships. 2. Upgrade costs arent that cheaper, and weapons are smaller then defenses, you get alot more "milage" from extra weapons then from extra defenses. 3. Those ships were NOT tiny ships... If the AI wanted to prevent invasion it should have used that kind of ship 4. An unarmed ship should not automatically prevent invasion, however, attempting to invade a planet with an unarmed ship when the planet has an unarmed ship
too complicated, it ends up being like moo3 that was overcomplicated to death and practically unplayable (or rather, not fun to play)
try selling some tech to the minors... they can quickly become a powerhouse.. I once had a minor civ take over most of the galaxy, they were the most powerful, they developed new teches all the time, invaded and colonized like crazy, etc...