WIllythemailboy

WIllythemailboy

Joined Member # 2424203
2 Posts 657 Replies 3,210 Reputation

If you don't name individual ships (or even if you do but know which names match which ships) you can use the planet list to do this. Open the planet sidebar (furthest left button on bottom of main display, next to the research tab). At the top of that sidebar there is a button to switch between the planet list and the ship list. There you go, a list of all your ships and fleets in neat alphabetical order, with some other sorting options if you want. Scroll down the list and find the ships you'r

3 Replies 2,575 Views

If I remember correctly, the constructor module has an explicit warning on it that only one per ship is necessary. Additional modules would be wasted, if the game even allowed you to put them on in the first place (don't think I ever tried). Colony modules can be doubled up, but they are still expended when you land. All you get is the additional population. Generally, a second colony ship - or even a transport, if you have them - is a better option to get more people on a new planet.<b

4 Replies 5,058 Views

[quote]I do not like the increasing cost of spies, which leads to the leader of the board effectively being unable to defend against spy attacks. This was discussed in other threads, already, so I won't go into detail. I am looking forward to the new system, but I would really approve for a system where you could train offensive and defensive spies, the latter with only modestly rising costs. [/quote] There's a wonderful building that will take care of that issue for you. A bit

13 Replies 8,910 Views

[quote]I'm sorry....I'd really like to see more of an explanation as to why this needs to be nerfed? You say there are too many of them and they need to be nerfed. Then someone draws up his opinion of how they should be respawned and suddenly that is the correct amount. Why is the current amount too much? Who is benefiting by the too much? The AI or the player? If you consider it money supply and all the players have access to it, the competitive difference can't be considerable.

18 Replies 7,085 Views

I'm sorry, but this entire concept seems horridly involved, massively complicated, and entirely pointless. This would be game-breaking for any of the larger maps - conquest victories would take so long there'd be no reason to attempt one. If I can flip a planet more quickly than I can conquer it, why would I bother building transports? OTOH, spore ships would see a lot more use Blitz warfare wouldn't even be stopped by

43 Replies 33,360 Views

Very true, especially from the thermodynamic standpoint. The only thing hydrogen has going for it is storeability - it's damn hard and expensive to store electricity compared to any sort of combustable material. Both technologies currently have fueling issues - no present system gives the convenience of refilling your tank/batteries in the same time frame as filling with gas. Especially for us Americans, that's a significant consideration. We're pretty shallow that way <img src="smiles/Ew.gif"

75 Replies 82,348 Views

I just ran a simple test against a single AI on cakewalk (to give a baseline research of essentially zero). Tech scores didn't specifically correlate to either total techs or research output. A combination of these factors as well as possibly others must be used to calculate tech score I guess

9 Replies 8,991 Views

If it's based on RP output at all, it's not [I]entirely[/I] based on it. Especially playing the campaigns (to provide extreme examples) I've seen tech ratings of 37 while doing 80% of the research. As far as I can tell, the tech rating is (your total # of techs)/(mean # of techs for all civs). If I have time later I will try this out.

9 Replies 8,991 Views

[quote]Hydrogen go boom rember the hienburg big flame [/quote] Someone doesn't know their history - the Hindenburg burned because the skin paint contained iron oxide and powdered aluminum (google Thermite if you want to know how that works) and wasn't properly grounded against static electricity. Not that hydrogen doesn't have some serious safety issues, but gasoline does too. I haven't seen anyone do the math on this, but consider: how much hydrogen would need to be burned to

75 Replies 82,348 Views

I'm fairly sure (but not entirely positive, maybe someone who knows for sure will jump in here) that the tech rating is based on how many techs you have researched. Not the expense or relative value, just straight number of techs. So for a quick boost you can research a bunch of low level defensive techs, where you can get several techs per week (on normal research speed, that is). Probably won't help you much in a practical sense, but it will sure look impressive <img src="smiles/Smile.gif" bo

9 Replies 8,991 Views

I had the Snathi colonize a planet in my current game (DA 1.8c I think). I could see it before they got to it, so it was known unoccupied when they colonized. And it was only 15 turns or so into the game, so no one else's colony ship could possibly have gotten there by then, even if they had sold it to the Snathi. I didn't actually see their colony ship, but I can't think of any other way they could have possibly gotten this planet without legitimately colonizing it.

40 Replies 10,825 Views

Don't know if #1 really counts as a bug, minor graphical annoyance maybe. For #2, run the game in windowed mode. Alt-Tab does tend to crash the game, always has. That's not even specific to this game, either. I've played others that did the same.

7 Replies 4,809 Views

[quote]The AI has been programmed to be increasingly bloodthirsty, so that while you focus your research on the diplomatic or influence branches of the tech tree, it is researching the militant techs, and when it attacks, and it WILL attack, you will almost always be at a desperate disadvantage. Taking the research path mitigates this circumstance a bit, as you may be able to learn the offensive techs quickly enough to compete; but it still almost always comes down to one thing: kill or be kille

3 Replies 3,976 Views

Hmm, seems the "reasonable Kzin" breeding program missed one. That makes me wonder, how would the first Man-Kzin war have ended if the Kzinti attacked while Brennan was still alive? Not well for you, I imagine

4,025 Replies 11,855,344 Views

[quote] Also, there is no such thing as a "who cares, it's a no frills game." We'd get crucified. Yea i can see that happening, no way to stop people looking a gift horse in the mouth i guess. put an alias name to it! "oh but we didn't make it, it's a third party mod" lol [/quote] There might be some unpleasant legal ramifications from causing a hapless third party to be crucified

106 Replies 74,424 Views

Odd that three different starts would hang up on the same date. Try loading one of the games, then when it hangs up click on "next" to select a ship with movement points, then hit the space bar to waste any remaining points. Repeat a few times just to make sure. If the problem is a ship or two getting confused, this generally clears it up. If this doesn't work, here's a copy/paste of the bug reporting procedure: Please open your debug.err file in notepad, and copy/paste the contents int

1 Replies 1,390 Views

Don't know how hard this would be to implement, but put an icon on the Industrial Sector (or whatever). Similar to a spy icon - it's still there, but not entirely functional. Then let it run at whatever capacity your current tech is at (enhanced factory production level from that industrial sector you can't build for yourself yet), but you get stuck paying the full maintenance costs for it. Gimps the factory, but it's still somewhat functional and you get stuck with the choice - do I pa

8 Replies 2,581 Views

Seconded, even though this has been around as long as I can remember. It generally happens to me when I target a ship to run down another ship - if the target ship gets out of the pursuer's range, it just sits there and complains. Oddly, there is a related exploit I occsionally use for freighters. Ships will go to the end of their autopilot route before they complain about being out of range. Build a starbase to extend your range, target your freighters, then destroy or sell the starbas

2 Replies 1,977 Views

The "end turn hang", in my experience anyway, is generally caused by a ship (or several in rare cases) not being able to use its movement points properly when the turn is processing. 90+% of the time, it can be cleared by using the find button, then using the space bar to waste the selected ship's movement points. Do this a few times and the turn will most likely run to completion.

4 Replies 2,426 Views

That's a free win, really. Run up the engine techs (assuming you haven't already), design some 30+ speed transports, then start ripping people. They can't build ships to defend themselves, so they can't stop you. Assuming you have a decent economy, you should be taking planets as fast as you can build transports.

34 Replies 10,064 Views

[quote]But I thought there was some mention of that in some changelog somewhere...? Can't recall anymore.... [/quote] I've noticed an increase since 1.80 (I think - I don't play as much as I'd like, and always seem to be a version or two behind ). I played the campaign over the weekend and the Thalans had one of each 700% bonus on their homeworld on the last mission, so it's not just Twilight that's doing this.

47 Replies 19,126 Views

Known issue, I think. Seems the Stardock gang is taking a much-deserved weekend off, so give them until Monday at least to clear this up.

7 Replies 4,339 Views