For some reason, I've been using avian names for my ships, except for freighters, with "Mk Roman Numeral" for versions: Pigeon class - constructors Dove class - colony ships Woodpecker class - space miners Ostrich class - troop transports Owl class - medium hull scout/survey/AWAC/sniper multi-class Falcon class - small hull defenders (early game, if at all) Eagle class - medium hull planetary defenders and intercept, the mainstay of my fleet Raven class - lar
JonSarik
What about the huge off-type defense bug???
In the flipside, inciting wars seems to be much easier. I'm playing a suicidal game right now with 1.5X and I too was having difficulty adapting because of the new tech trading scheme. I found now the key to survival in suicidal is to have high diplo skills and turn everyone against one another. I'm still decades behind everyone in technology, but now starting to catch up as I'm invading Yor planets. I've managed to get three different races to attack the Yor on my behalf, and now I'm just s
Once you leave, you're gone for good.
Is it me or are building upgrades still taking as long as if you were building it from scratch?
Cari says it is. the cries of elation that moments ago lept from my office and through the halls have, i think, permanently convinced my coworkers that i am indeed bonkers. I've been waiting for this fix also. In fact, I stopped playing until this has been fixed. Can't wait to start up again!
That patch makes the AI more aggressive. I think it made a difference, but it has been so long since I've played that game. I did love it when it first came out...introduced me to the whole space 4x genre.
Since you guys are on the subject, I have to ask. Have any of you guys noticed that sometimes, some tiles disappear after culture fliping or invading a planet? I've also noticed this. I once invaded a planet for a 700% bonus tile only to see it disappear once I took over. Imagine my frustration. I thought maybe I was mistaken. Guess not!
Im told the beta is a pale shadow of the features in the gold edition. God, I hope you're right. That would be awesome. But I would say the beta is spot-on with what's being released for the time being. I think Brad has designs to add some of the original features mentioned way back but had to pass on for time later (like the epic story gen
So capital ships can now cut through fighter swarms with ease, rather than picking them off one per round. It's a shame they didn't give this benefit to starbases with multiple weapons upgrades.
Ok, look...Im not kidding around anymore. Cough up the game. Gimme! Enough with the previews, you had me at "new combat system". Give! Waah!...Should've coughed up the dough for the beta when you had the chance.
Who would have thought they'd be warmer than Chicago!
I agree, but keep in mind this is still in beta. You've submitted an email to GC, so let's hope this will be addressed by release or shortly after.
Well, not sure about the dialog with the slug people. That sounds like it needs some tweaking. But I'm pretty sure the reason why you declared war on them - even though you said no to assisting the Alterians - is because of the Alterian's racial bonus. Their bonus is that if attacked, races with like alignments (i.e., Good like yourself) will come to the Alterians' aid if attacked. This has happened to me also.
1. Linux/Mac support because more people will probably switch OS after the coming Vista fiasco. I'm looking into learning how to use Linux myself. 2. Definitely a more aggressive AI playing to win, just like me. 3. Last but not least: vastly improved diplomacy! I'd like to be able to cajole, threaten, or coordinate with other AIs.
Yep, definitely an annoying bug.
Nevermind. deleting post.
Yes, this is an existing issue, though I was only aware of the power plants. I've already sent in a bug report. But more emails definitely won't hurt in getting the devs' attention.
Changer, in case you are not aware, there have been many revisions and updates. We are now up to version 1.4.
Yeah, I noticed that too. I believe it's a carry over from Dread Lords in that, as you met more races, the espionage spending went up. However, in DA it seems more to do with your growing economy. The more you grow, the more BC is diverted to espionage. The slider just sets a percentage and that's why it continues to grow, I think.
But send the crash reports to [email protected], not the default [email protected]
I concur. There should be a gradual, but fairly quickly, population decline - but from the the turn after the spy is added to the farm. This gives to the idea that the spy is tainting the food supply or energy source (for machines) as well as general sabotage until it drops down to whatever the planet will support without a farm(s). Question is, how quickly should this happen?
I think the following is a cheese tactic and want to bring it to the devs' attention if it wasn't already. Basically, I've been using my spies on the farms of planets I'm invading the next turn. In essence, in a single turn/"week" I'm able to bring planets with a population of 12 or so billion down to 6 billion. I can easily conquer these worlds with a transport with 3 advanced troop modules or less. Easily! Not sure how my fellow gamers feel about this. I personally love it, though I thin
They don't always negate the spies right away, especially if the AI is being ganged up on. I usually put spies on their farms on the turn before I invade. 12-18 billion worlds drop down to 6 by the next turn and wham, easy invasion. So easy I think it's a cheese tactic.
Hell, I didn't even realize the Yor had this super ability. The idiot could have just as easily been me. Sure glad it wasn't, though.