Perhaps this is what the insane tourism income from a couple betas back was intended to finance, and Stardock simply fumbled the timing by releasing them separately?
WIllythemailboy
[quote] Starbases are about 200x larger than a Huge Hull ship. Given that they have no guidance or propulsion systems, and given how ENORMOUS they are, they should not only be able to take withering amounts of firepower, but they should certainly and realistically be able to sport more weapons, more POWERFUL weapons, and much, MUCH stronger defenses. We're seriously comparing a city to a tank. Couple points here:
Anomalies cannot be destroyed, but they are consumed - when your ship studies it, the anomaly vanishes. Since it's not there any more, no one else can get a bonus from the same anomaly, although they repeat often enough that it seems that you get the same one over and over. New anomalies spawn randomly, assuming you are playing DA 1.80 or later, or TA.
[quote] it would be great if the begining of turn news window could include an option to launch your newly built ships Try right clicking on the blue ship icons that scroll down from the top on the right-hand side of the screen. [/quote] Or left-clicking on the green arrow icon under those
[quote] Wrong! We get the Hydrogen not from water but from processing hydrocarbons or some anorganic materials, or biological processes by some bacteria, or maybe some other source, but getting hydrogen from water is just way too energy inefficient. Um--no. We get hydrogen mostly from water. Even if you were right, those sources still originally came from water. Hydrocarbons must come from ultimately organic source, in turn coming from living beings who got
[quote]Starbases are about 200x larger than a Huge Hull ship. Given that they have no guidance or propulsion systems, and given how ENORMOUS they are, they should not only be able to take withering amounts of firepower, but they should certainly and realistically be able to sport more weapons, more POWERFUL weapons, and much, MUCH stronger defenses. We're seriously comparing a city to a tank. [/quote] Couple points here: Yes, ships have to have engines, which take up room that
I'm no programmer, but that sounds like a horrid nightmare to program. Even worse to play with - why should I have to keep track of whether I personally researched a tech or traded for it? Perhaps putting a time limit or something - you can't trade a tech you traded for until after a 10 turn delay or something. Maybe also include that you must have all prereqs for a tech before it becomes tradeable. My suggestion for racial techs was probably more feasable - a race should not be allowed
Look at the top of the colony screen, where it shows how many flasks/shields/hammers you are making. Each box has a little icon in it that, when selected, will focus that planet (and that planet ONLY) on the catergory you select. Focussing on research will move 25% of your social and military spending into research production. Thus each colony can produce research points entirely without labs, and with research spending set to 0.
[quote]What, precisely, does the Pulsar Gun do? Is it just an additional weapon module for the starbase that is especially effective against slow ships, or is it something you can use to fire at anything in the radius of the starbase, like a turret? If it's not the latter, then why the restriction on how often it can fire? [/quote] From context, I'm assuming it is supposed to be an extremely powerful weapon mounted on the starbase, as usual with no offensive capability. It has ridiculou
Or both the SCC and the Omega, inside your military starbase array. Which just happens to have hundreds of tiny/small hulls with minimal armor/weapons. Low upkeep, but since there's hundreds of the little suckers, they get an insane boost. They can't DO anything, but all the AI knows is that they look impressive as hell on paper.
Haven't pulled this yet in TA, but in DA I would often do something similar to an AI I was about to invade. Sell them a juicy research or production upgrade, or maybe stock markets or terraforming, then attack while all their planets are auto-upgrading. The AI will almost always upgrade, and it wrecks their production while they do it ;)
I have to disagree with the whole lack of social interaction. I spend more time on the board discussing the game than I do playing it! Of course, this may be related to the fact that one option is available at work, and the other isn't. LOL getting paid to cruise the board :D
[quote]Yeah, maybe rig the gas pedal to work as a pump. Anyway, has anyone heard about the idea of using bacteria for making hydrogen? Heard about it on the Science Channel. Has anyone else heard of it? Or am I just crazy? (which could be true) [/quote] Well, we know they can make hydrogen sulfide (sewer gas anyone?)
[quote]6-Wacky build focus numbers: An example... p18 planet with no focus 36-15-3. On Social build focus: 32-22-2... somewhat normal but military didn't lose too much. On Military focus however: 38-7-2... A 15 point swing in social focus, but a gain of 2 (TWO) on the military side ??? That just don't seem right...[/quote] IIRC the focus mechanics have been altered in TA to make focusing more wasteful, effectively killing the all-x strategy. Unfortunately it also wrecks the ability to m
The obvious (but non-intuitive) answer is that maintenance spending is included in the spending total. I have always assumed it was, but can I get someone to confirm this?
As far as I know (meaning certainly in DA, unsure about TA) there is no explicit screen like this. However, if you choose to save ship designs to hard drive, these saved ships and the stock ship designs will show up in the tech descriptions. This requires you to know at least one tech involved in building your ship, but it can be hull size, a specific weapon, etc. Highlight that tech, and all the saved ships using that tech will appear in the top right window on the tech screen, with a
Or they could be building what they can, with the intention of upgrading the pre-built hulls when the necessary weapons become available. Upgrading is cheaper than buying outright, and gets done faster than building new ships.
This has been addressed several ways, and has gotten significantly better. I haven't had an out-of-memory crash in months. The newly reworked graphics in TA are intended to reduce this problem even further. The problem is that the game is so big the problem may never be entirely eliminated. Also, I'm pretty sure Stardock knew the memory problem existed while they were making DA. It just took a while to find where exactly the problems were and how to address them.
[quote] Trade Goods, such as Tir Quan Training, Tir Quan is a Trade Good? I thought that was a Galactic Wonder [/quote] My bad :p I was thinking of the Hull Plating trade good. That will teach me to post at two in the morning.
This is a known problem, and will be addressed (one way or another, Stardock hasn't told us how or when yet) at some point before release. The problem is caused by the various different manufacturing techs each race has - the reason the Terrans and Korx still have mining techs is that they have the same manufacturing techs they had in DA, and the mining upgrades are linked to those techs.
Special buildings like these come in several varieties. Trade Goods, such as Tir Quan Training, Diplomatic Translators, etc., are always empire-wide and can be sold to other civs. They gain the bonus from the trade good, but do not own the trade good so they can't trade it to others. Galactic Wonders, like the Mind Control Center, Temples of Good/Evil, Restaraunt of Eternity, Omega Research, etc., are one-time-only buildings - once someone builds one, no one else can. Their bonuses can
[quote]are you kidding? those canucks have wanted to blow us up for years now. just look at their exceedingly modest military, and it's obvious. they're planning a sneak attack! [/quote] Nah, they're working on an influence victory. Think of it - every hockey rink is an influence starbase! That, and they seem to have developed the
Yes, each terraformed tile adds to the PQ. As far as I know, there is no way to tell exactly how far you can upgrade a planet before landing a colony. The important thing to know is, lower quality planets get more improvable tiles. For example, a class 1 planet will end as a class 10 [I]minimum[/I], and frequently as high as 19! Class 8 or so is about the minimum a planet can end as. Note: this is all for Dark Avatar, and presumably Twilight of the Arnor. In Dread Lords (pre-ex
True, but eventually all of yours will get stuck there too, and unless you are paying attention they will sit there for some time. Yeah, I admit I've had that happen a few times X-( Especially when you have several running, you may not notice one or two have stopped getting anomalies until much later.
I won't say I never make trade routes, but they are rarely a major source of income. Mainly I use them for maintaining relations - and when a war breaks those routes, it's almost never worth making them with someone else. I don't think I've seen a game where my trade income exceeded 15% of my tax income - and my tax revenue will generally run my empire with a huge surplus by itself. Of course, this will vary wildly based on your preferred map size, difficulty, planet count, civ count, e