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 ------------------------------------------------------------------------------------------------------------
Alawon
galactopedia also has them
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
lol, 'suicidal' indeed
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
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 ----------------------------------------------------------------------------------------------------------------
thanks, hey i noticed a lot of your comments, are u a dev?
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
when you go to manage characters you can select the default button. it is under clear scores. the button when not highlighted is very faint and real easy to miss.
i think beta 3 was the first version to have the new scoring. i've been working on a pretty tough gigantic game, n was wondering if beta 3 scores are to be reduced on metaverse as well, or if they will "count" as much as 1.1 i hope to have a decent score to post soon
as mencia says.... dun da dah!
thanks for the replies. i was indeed wrong about the starbase fortification techs and devastation beam/battle stations
interesting nick...
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
haven't heard from you guys in a few days, but no need now, thanks for the stable beta3 everything's working fine now
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
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.
ditto on that one, for beta 2 and 3.
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.
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
beeline weapon techs and stack fighters on a military starbase while researching. load engines on a cargo ship armed with a laser, to destroy incoming troop transports.
beeline weapon techs and stack fighters on a military starbase while researching. load engines on a cargo ship armed with a laser, to destroy incoming troop transports.
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
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.
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