The starship bonus is a bonus to weapon values for ships produced on that planet. It will take a long time for 3% bonus to be noticed, but a 30-70% starship bonus is very noticeable reasonably early-on.
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The techs they were supposed to have were added to the game quite a while ago. So now they are actually useful. Pretty effective too. I had one large ship with the subspace rebounders laugh off a fleet of a dozen Drengin ships in my last game. Well, maybe not laugh off, but at least emerge victorious.
Iztok is correct. I love how people will confidently yell out their assumptions about what it does without ever actually checking.
I'm sure there must be a configuration where some defense gives a slight edge, but I haven't found it. Add in the fact that if you get attacked by the wrong kind of weapon you're screwed, I just don't see the use of defense. Well, you could try mixing up sizes a little. Defence is proportionately mor
Yeah, on the military resources I was thinking of the next map. I had forgotten all about this mission, but on 'tough' and the beta rules it was a whole different experience.
I just finished a game where my flagship came across a system with a 16, a 14, a 12 and a 10. Needless to say, I really wanted that system. Unfortunately, when my flagship spotted it, I also noticed the Korx flagship. I sent my flagship on a path to backtrack towards the Korx homeworld and encountered some of their colony ships on the way. I had my colony ships on the way, but the lead Korx ship was much closer and they had several more colony ships b
Hmm, I just gave this mission a shot with the difficulty set at tough and it was pretty nasty. The DLs didn't seem to be held back economically much at all, and they adapted just a little too quickly. My allies attacked them a little too soon with our beam weapons, and by the end of year one they were all using mass drivers and lvl 14+ shields. I think once that happens, you can pretty much say goodbye to taking them in the field. I think the 1.1beta changes make the DLs pretty nasty
Why would you build huge ships against the Dreadlords? It's a lot more effective with lots of small ships, since they tend to waste a lot of firepower in overkill. Research one weapons line, and try to snag the abundant military resources.
Reading posts like this, I always wonder if the AI install on my computer is somehow broken. You seem to know what you're doing, so I'm at a bit of a loss as to why you are having so much trouble. One thing is, if there is tech trading allowed in your game, and you DON'T tech trade, you are going to get stomped, since your opponents while have a substantial tech advantage. The Drengin will go to war with you if you have a weak mil
Troop modules need also a big increase - so it'll be actually costly to the attacker to invade planets. I also contemplate making them *much* smaller in capacity - stg like 100 instead of 500, with cost 100 or so (Adv troop module will be double values). How do you propose to actually take a planet, u
I just played a game with tech trading off. At one point, the Iconian Regufe declares war on me. I had researched Eyes of the Universe, so on the minimap, I saw a huge swarm of Iconian ships coming my way. I sent out a single fast fighter to get an idea of the size of this invasion force. Transports. Nothing but transports, stacks and stacks of them. I counted 30 in all and not a fighting ship to be found. That scout was very busy the next few turns. A few turns after that, the Icon
Tile bonuses are considered part of the base.
There is a bust event? I guess I'm lucky I haven't run into that. I've had the boom event like 8 times.
from what I remember though, Great Brittan cut Canada loose rather than risk losing it to the americans or having to fight over it. No, that's not what happened at all. Canada didn't gain any kind of real independence until 1867, and the ties to the empire were still very strong even then. It was mor
- Aren't you supposed to get some free production from racial abilities? I always choose +50 military, and I haven't seen it. Where is it supposed to list your free production? The free military production is definitely working in my game. The trick is, it doesn't show up until I actually start build
The difficulty was on normal and on a medium map oh and another thing the dregin empire had no more than 2 planets i think. The fewer planets they have, the more likely they will get Planetary Invasion quickly. If they don't have to build or buy a lot of colony ships, they can use their starting fund
Thanks telling the tale of your great war. About the AIs, you can actually individually control their intelligence and their attitude towards you in the game set up. So you could say, make the Drengin 'Bright' and set them as a starting in an Alliance with you, or even an unbreakable team. You'll probably want to set the AIs to play smarter for your second game, though. I think you'll find you've learned a fair bit in your first
If you say brought 3000 legions on 3 ships and lost less than 1000, two of the ships would remain. If you are facing an opponent with low (<60ish) morale, you can actually take over planets without losing ANY transports. In my game just now, I used two transports to take 3 planets, and I still have bo
Planetary invasion doesn't take 30 weeks to research, especially if you're the Drengin and start with some of the prerequisistes. How long a tech takes to research depends on how much research infrastructure you have, how much of your spending is directed to research, and how many techs you've acquired so far. 30 turns to get the infrastructure, do the research, deploy a fleet and invade is a little fast, but I'm pretty sure it can be done.
We need: 1) The top of your debug.err in your directory (the part that gives system info). Please hold off on the 1000-line posts.
Still, there is something seriously funky about how the left-mouse view control works. Depending on how you are oriented with respect to the ship, it moves radically differently. View the ship from one angle, it's a nice, well-behaved pan. View it from another angle, say closer to head-on, and a small left-drag of the mouse will make the ship do a Trek-like warp-exit into infinite distance.While that is admittedly cool, it's probably not intended beha
I haven't noticed a forum discussion topic on this, so a couple of comments/questions: + Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn.
The scenario just specifies hard-coded teams. Alignment is the justification for those teams, but there's no game-mechanism to change hard-coded teams based on alignment.
Game Parameters: Huge, Uncommon stars, tight clusters, common planets, abundant habitable planets. Normal rules, normal tech rate. Playing as the Yor, default settings Difficulty: Crippling, 9 opponents I used ctrl-N a few times to restart the game until I found a configuration that was suitably *disadvantageous*: Isolated in a cluster of three stars. ------------------ Today we have tested the so-called 'hyperdriv
Rangers are mass-driver and armour only in my games. I noticed the same issue.