Alawon

Alawon

Joined Member # 2410012
0 Posts 0 Replies 9,920 Reputation

guessing the new scoring system was implemented in 1.1 beta 3? b/c my scores started getting way lower then. metaverse busy, just wondering what scores people are getting since beta 3, and in what types of games. main point, just wondering how ppl are doing, the rest of the post is my game details if anyone's interested ------------------------------------------------------------------------------------------------------------

3 Replies 4,584 Views

1.1beta3 -------------------------- Warp Drive MKV takes up too little space on Cargo hull. ship builder says 9 space. when equipped only takes 4 space. pretty slim for a sweet engine ------------------ Suicidal AI builds multiple starports, multiple orbital defense thingies, and multiple farms(liek 10, albeit rarely compared to starports/orbitals) -------------------- for Torian huge hull, second one, opjects placed on le

350 Replies 159,744 Views

1) like the devs' posted in the journal, its not MOO. considering the penalties suffered in defending, coupled with the need for orbital fleet manager, you're probably better off with less weapons and more engines. less firepower can be made up with more shots from larger groups of fighters, and the initiative bonus you gain when attacking. that being said, each drive category gives +1 speed. so with 1 speed default, you can move at 5pc/turn

10 Replies 10,108 Views

guessing the new scoring system was implemented in 1.1 beta 3? b/c my scores started getting way lower then. metaverse busy, just wondering what scores people are getting since beta 3, and in what types of games. main point, just wondering how ppl are doing, the rest of the post is my game details if anyone's interested ----------------------------------------------------------------------------------------------------------------

0 Replies 3,082 Views

noticed while playing beta 3, not sure if fixed yet Error in Warp Drive MK V, for Cargo Hull. Shows 9 size in ship designer, but when u put it on, only takes up 4 space. size shows up correctly for other hull sizes. on the other and, a very useful bug since it makes my troop transports, constructors, and scouts very fast. not overly powerful as the tech is late game anyway, actualy makes larger maps more manageable with

4 Replies 4,190 Views

1) pop growth doesn't seem to be at 0.2 B/turn anymore. when settling a planet with 20 colonists instead of the 500max (0.5 Billion), growth is excruciatingly slow. -definitely prefered the simcity2000 model of population growth, spontaneous=) 2) taxes seem to decrease as the population grows. ie, with 500 million population, colony generates ~20/turn, but at 5 Billion pop, only generates about 40-50 gold/turn, at same tax rate <b

9 Replies 5,267 Views

rangers are slow, so you can consider taking them out of your attack fleets. also, stop sending in defenseless cap ships. fighters can get so many more shots in, so an easy pirate counter would be to stack fighters with all weapons and some engines. as for sensor range, if you are lacking 'eyes of the universe' which i usually beeline for, then at each mining starbase post a sensor ship. just a cargo with some engines and maxed out 15pc sens

24 Replies 10,222 Views

they are so clutch. especially for the endgame, when each one gives +59% attack AND defense. great for campaign, but i think a bit overpowered for regular game. with regard to military starbases, i consider them a waste of time outside the campaign. ...unless you like to maintain static borders with warring neighbors.

9 Replies 8,120 Views

i've seen AI build tons of frighters on suicidal. I almost had to abandon the game since turns were taking 2-3 minutes for all the ships to move. building a military and killing everything in sight quickly solved that problem.

18 Replies 7,274 Views

dread lords are supereasy to fight. remember that small ships get to fire more often in combat. simply research some logistics/miniaturization/beams, and stack fighters. sure you lose a few here and there, but at less than 200bc for a fighter with 4-5 lasers on it, not a big deal to replenish. can also try some military starbases +1 or +2 to beam weapons, per fighter, is a nice bonus

33 Replies 25,655 Views

yep, no point in defending planets since ships can't do anything to them like MOO series. i like to have about 3-4 fleets, maybe 5-6 on the largest map sizes. 1 per flank, 2-3 per front. EASY solution: CARGO hull with 1 Lasr MKV, 2pc sensor, and the rest engines. with the 'eyes of universe' mod you max out 15pc sensor range, and with 20+ movement you can pop troop carriers easily. doubles as a great scout too farms up

6 Replies 8,954 Views

thanks for the quick responses, in the meantime i tried another space strat game, EAW. no comparison, galciv2 rocks. i even look past civ4 now. cheers.

11 Replies 6,625 Views

oh found it, it saves the cra file in the root directory, no wonder, here ya go [SmartException] LastEx=GALCIV2.EXE File=\GALCIV2.EXE_1144037161.CRA LastEx2=F:\Program Files\Stardock\TotalGaming\GalCiv2\galciv2.exe CrashAddr=4fe67947 Stardock SmartException Logging Information https://www.stardock.com/products/smartexception ----------------------------------------------- OS version : Windo

11 Replies 6,625 Views