Vernholio

Vernholio

Joined Last seen Member # 2385875
0 Posts 0 Replies 142 Reputation

I like the idea of individually adjusting planetary tax rates... especially your multiple-choice settable options to do so. It would alleviate the small headache that micromanaging 40+ colonies in order to ensure that they're all happy tends to bring. However, let me put on my "Devil's Advocate" hat, and play the realism simulator (since so many people here want more realism in the game): -- Enter Troy McClure as narrator -- "Hello! I'm Troy McClure! You may

13 Replies 8,285 Views

Ugh, whatever. The time unit in question is irrelevant. It's just a video game. These aren't real people. These aren't real spaceships. Fluid dynamics don't work in space so ships won't loop around as if they're airplanes. Plasma weapons are impractical. Lasers don't make "teeoo-teeoo" noises. Real-world buildings don't just sudd

15 Replies 6,203 Views

Ugh, whatever. The time unit in question is irrelevant. It's just a video game. These aren't real people. These aren't real spaceships. Fluid dynamics don't work in space so ships won't loop around as if they're airplanes. Plasma weapons are impractical. Lasers don't make "teeoo-teeoo" noises. Real-world buildings don't just sudd

15 Replies 6,203 Views

If you have the most powerful military, then the other races are not willing to trade military techs with you. That was the assumption I was working with while playing... Anyway, I misunderstood Bingjack's point (which he clarified nicely, btw). I guess where MY question was unclear was th

30 Replies 27,415 Views

If you have the most powerful military, then the other races are not willing to trade military techs with you. That was the assumption I was making, and I misunderstood Bingjack's point. I guess where MY question was unclear was that another race will not trade military techs with me when I'M the one

30 Replies 27,415 Views

My point was, that you too could do the same thing...focus on military tech, and pick up the non military ones via trade or purchase. A-ha! Excellent point... sorry I didn't get this the first time. This will come in handy as a plan of attack with reserach when I finally step up and start playing ha

30 Replies 27,415 Views

Cool... I was curious about this last night after I took over a planet that was currently building an "Economic Capital". I already had one on a planet that had a lot more enonomic resources and I didn't want to lose it, so I aborted production (and it was only 2 turns away from being completed ). I would have had more cash!! Oh well, live and learn, eh?

8 Replies 3,959 Views

The AI in all liklihood is probably NOT out researching you that badly, but they are out TRADE-ing you. The AI opponents prolifically trade amonst themselves, so in some sense, youre competing in research against all of them. You too, however, can choose to trade tech prolifically. Diplomacy is a viable option in this game, and some might say mandatory. </TR

30 Replies 27,415 Views

Vernholio: Only took about 30mins inbetween games. It was bugging me, and nobody had done it yet. Sorry man... wasn't my original intention to bash -- just trying to lighten the mood and take the focus off of the bad, and put it back on the good. I guess I just don't understand why this bugged you so much that you'd spend a half hour to search it al

13 Replies 9,434 Views

I'm gonna be labelled the "Whiner about whining", but c'mon man... petty, petty, petty! You've obviously got a lot of free time on your hands if you scanned the whole of the XML content looking for typos! Focus that pent up energy on creating cool new ship types in the ship designer, instead! I make my living as a Technical Writer, and it doesn't bug me to see a few typos in the game -- I just see 'em and grin a little bit, and move on (Not to mention, my wife tells me I'

13 Replies 9,434 Views

To add Citizen pokerface2012's comment... Industrial complexes contribute ONLY to production on that planet... so the more you build on a planet the more "other stuff" you can build there (e.g., other building types) and you can build ships faster (if you build a Starport there). It's also important to remember that Industrial complexes are the only resource-producing units that work on a per planet basis. All other resource producing buildings (e.g., research buildings, i

4 Replies 6,119 Views

Silly solution, but just turn off the "stars" in the minimap (and the planets). The only downfall here is you can't see your own systems on the minimap ion this case. But then again, if it's spoiling your game being able to see the stars, it may be worth having to left-click + scroll around to view yuor planets.

12 Replies 9,131 Views

Again... I get beat to the punch! As soon as I saw researching "fire" and "the wheel", I was going to say , "Skip that... just build a warrior to explore and get those techs from the nearby huts!". Anyway, I have a suggestion and question, all rolled into one. I'm currently setting up "Specialized Planets", once I colonize them. One that has primarily factories (plus a single farm and enoug

22 Replies 15,201 Views

Another guess here, but maybe the Race you're trying to convince to attack the Drengi doesn't have any contact with them yet?

7 Replies 6,077 Views

The name of the Tech you need is actually called "Medium-sized Hulls". However, there's a pre-requisite Tech you need to research to get to it... I think it's called "Enhanced Ship Building" (or maybe just "Enhanced Construction"). This is the Tech that you need to build Tiny/Small Ship sizes. You may be able to already design/build Tiny/Small sized ships (without having researched the "Enhanced Ship Building") because your race allows for it. But, you still need to research it to move up th

10 Replies 6,696 Views

Thats odd. Precursor rangers typically have 4 engines, I thought... Yeah... that was probably the case. All I know is it had more than my Medium-hull Corvettes did (they all have 2 Impulse Mark III engines), and it crossed a fair amount of space in a short amount of time.

13 Replies 14,850 Views

I had one game where the AI sent a couple of constructors along with it's fleet and promptly built a military star base with the ship assist extras to trounce one of my heavily fortified (or well I thought fortified until this) star clusters Crap, I thought I was Mr. Creative when I did this last night to the Terrans! Mobile Attack/Defense bon

13 Replies 14,850 Views

OK... I'll start by saying I'm sorry if this has already been posted, but I couldn't find exactly what I was looking for in the forums. Anyway, here's my question: Where do I go/what do I need to do to get just a simple "box" for a starting hull? I LOVE the ship designer (I've probably spent more time in it, creating new ships than I have playing the game!). I've been playing the Drath Legion, and the starting hulls don't really give you a good starting point to be as creative as

0 Replies 4,339 Views

I too did this, but then I began to wonder - doesn't keeping the factory mean the upgrades will complete faster. It seems that without it, my upgrades can take up to 2 digit or 3 digit weeks to complete. I was wondering the same thing myself, and that's the only reason I've kept the single factory on my research only/economic only worlds. Howe

6 Replies 9,518 Views

I'm a little confused on how the Trade bonuses on Economic Starbases work. I'm not sure which of the three possibilities below actually apply, and any help would be appreciated. 1. If the path of a trade route (at any point) falls into the influence sphere of the Economic Starbase, the bonus applies to all freighters using that specific trade route, or... 2. If the home planet of the trade route falls into the influence sphere of the Economic Starbase, the bonus applies t

6 Replies 15,582 Views

I guess my issue is "Bug vs. Petty Gripe". A bug is something that affects gameplay. Yeah, by all means point those out. But, actually spending the time to write a full paragraph of obvious complaints about the orbital distance between Saturn and Jupiter is just silly, and WAY too petty. The City Lights thing... Now, that imho is a suggestion (like "vapor trails" behind ships in the combat screen). It'd be cool to implement. What it all boils down to is how the post is put togeth

22 Replies 30,742 Views

I probably wouldn't change it all, but I could see going with option "H", and doing the following: Allow the user to establish a level of technology trading (basically, combine your options into a selectable list for the player). I realize that this probably the hardest possible implemetation. I don't like the thought of limiting Tech Trade. While your ideas are good, I also like the thought of being able to coax an enemy race into a treaty with a tech I have that they do

30 Replies 26,000 Views

I'll start by admitting that I'm letting the sum of all of the petty complaints I've seen in the forums here feed this kind of "bash" post, and it's not intended as a personal attack against any particular posters. So, if I point out something you've commented on in this post, please don't take it personally. Anyway, I just have to say something here... Hey guys/gals, please quit complaining about all of these INCREDIBLY petty things!! Do you complainers live such boring lives tha

22 Replies 30,742 Views

Guard mode. Hit G. Woo Hoo! I guessed about something and was right!! When reading the original post, that was my thought, too... just put the Sensor ships in "Guard" mode. Actually, I was thinking you could roll the Sensor ships into a

5 Replies 4,717 Views