Try the Lensman series by E. E. Doc Smith Battlefield Earth, by L. Ron Hubbard, is actually quite good ( I personally would like to stab John Travolta for his rubbish attempt at this book - he totally messed it up) Or, for a laugh, try the Stainless Steel Rat books, which are great (Harry Harrison) + The number of the beast by H. Harrison - very good ideas
Lightworker
If Galactiv Civilization 3 is being thought of PLEASE write some form of ground combat - the GC2 combat is pathetic!
I think the movies game is actually a bit rubbish - It was very late in arriving on the shelves. Theres bog all by way of fluid motion from scene to scene or there were scenes that are effectivly useless (as an example - in the Sub Way set, you could have someone push another person onto the tracks, but there isn't anything it can link with) . The game needs to much micro management to actually be fun... The actors and actresses get stressed / drunk / moody to quickly, and you have t
Yeah, Dungeon Keeper was great.... Shame there aren't more games like it.... It's mostly 1st person perspective games now... Or cruddy sim games like Mall Tycoon pml
That is a good idea, except when the ally is also at war with them.... I was fighting the Drengin (along with the Altarians and Torians) and gave them some of the planets (the Drengin had taken over roughly 2/3 of the map) Then, god knows how, the drengin suddenly took all these planets back with a very punitive force, and wiped out both the Altarians and the Torians, who were actually becoming militarily stronger, due to my research skills, and the fact I couldn't be bothered to spen
Heh heh heh... or you could just mod the research buildings to make "genetically modified" food . Eg. Lab level 1 - 1M food Level 2 - 2M food Level 3 - 3M food Level 4 - 4-5M food Invention Matrix and Discovery sphere can be something along the lines of 8 - 12M food. The only drawback to this is that the lab buildings have a maintainance cost... But hey, you can build them on both the research bonus tiles and the food bonus tiles. <img src=
I also agree - plus the fact that the game is totally biased towards the evil alignment anyway... For example, I got the event where there are the "Pods" that look remarkably like the eggs from Alien 1,2,3. The good choice is naff, the neutral one was about 3% inrease on research, but the evil one was about 60%.... So, I chose evil..... More events, always pick evil.... You end up with planets with either great increases in production (slaves), research (the pods etc), or defence etc etc.
Yes, as in you actually played them, or yes, as in you agree with me?
How about having it turn out that the humans actually were the Arnor and Dreadlords, and the embarrisment causes them to stay in their pocket universe.
Or, even better..... The Dread Lords aren't actually dead.... We just thought the humans killed them all.... Whmaa haa haa haa. I reckon the Arceans and the Thallans should be gotten rid of. The Arceans because they look silly and the Thallans, because I doubt anyone has played them (and I will now probably be proven wrong)
why not turn them into a minor race?
What I would like to ask is why you can't snoop on a minor race. Oh yes, I would like to point out that when I pay for spying, most of the time the only level fmv - piccy that displays is the 'low' setting. After a turn or two, I find out that I don't need to pay any more money into it, and so I inevitably end up wasted a load of money.
I thought they were pretty cool for the time - you could have like 8 of the beggers - You try getting past 8 of the huge ones... It was harsh to say the least - I would love to know what the expansion pack/s will do to the game..... Hurry up Star Dock ha hahaahaha
Lovely.... after mucking about I came to the same conclusion.... I had a look about.... Heh heh - you should see my tech list for soldering - you should end up with soldering skill of a couple of hundred - still, the Dread Lords are 800 or so. Does anyone know if you can add techs to upgrade the Starport, and still make it work. I made 2 techs - Star POrt MKII and MKIII for the Tech Tree, and in the planet improvements, I copied the the Star Port data, then pasted it two mo
well, if they want to know what gender the players are, then why didn't they think of this when they made all the leaders generic males.
I have noticed (through making my miniaturisation skill around 40,000 - 50,000) that no matter how many ultra life support modules you put on a ship, it will never be able to traverse the whole map without having to resort to building a starbase. I made a huge hulled ship, with a range of 80 sectors, yet it still couldn't explore the whole darn map.
Hi there. I'm adding new techs to my tech tree - in particular techs like "Home Guard", "Power Armour" (well, you have "Space Marines" - Warhammer 40k players out there can to themselves) I've made one called "Satellite Receivers", which I want to add a base ability bonus to morale, loyalty and possibly influence. Can someone tell me how to do this via the tech tree style of coding - ie. <solderingability
What I meant by the Imperium Galactica comment was - for anyone who played it - A miniature Starbase IN orbit of the planet (would act as part of the defence fleet via the build ship command and would have to show in the area where the ships are held, and so this would mean that you would have to have a couple of extra spaces. e.g. 1 orbital starbase = 2 slots) And all I meant by the original post was that if an enemy ship enters the radius of effect of a militarised starbase (anyst
I hope Stardock will make some extra ship parts (and weapon / engine designs) that will match the Arnor / Dreadlords. I changed the settings of my custom races ship type to 5 - Dread L / Arnour style. The ships look good, but there is nothing you can actually do with them (short of modding your race to have weapon and defence skill of about 11000) Personally, I would have liked to see the poll for extra items win enough votes for them to have done it. $9 is nothing if you
How about miniature starbases then - like Imperial Galactica II? These would be in synchronus orbit around the planet - with a limited amount of mudules - say 4 to 8 so that they won't be too powerful.
With regards to the question #1 by tetleytea Thursday, March 30, 2006 11:28 AM If you build a stationary starbase orbiting the planet Earth, do you expect it to be able to attack ships orbiting Pluto? Yes, I would expect it to, if Pluto was inside it's radius of effect. Star Bases should be able to attack anything that comes into its effective area, I know people will disagree with me, but lets put it like this. If it was real
I downloaded the Extra Hulls etc. I found a program called Cooktop, that allows me to edit the files for the game. I see that there are techs listed in the tech tree file that aren't used. Has anyone added these into their game, and if you have, how do you do it?
Hi there. I don't know about you lot, but after playing the game a few times, I am getting a bit bored with the techs, hulls and weapon designs. I know that as the player, I can make my own stuff up, by buying (or downloading) the appropriate software. The only problems for me are: 1) I don't know where to get the programs. 2) If I have to buy them because at the moment I have no income (due to an R.T.A.) 3)
I would like to know why the Starbase wasn't designed to be able to attack enemy ships anywhere inside it's sphere of influence. I would have thought that this is the whole point of a Military Starbase! Not that it will just sit there, and attack/defend itself if an enemy decides to go up against it. It's a bit lame...
I've been playing the campaign (I started today). I got to the Siege level, whic I started on normal level.. Got my butt kicked after a few turns by the Dread Lords ( I found a small Dread Lord ship, which promptly took out my flagship, scouts and economy + military starbases) I couldn't do much because of the damn thing having too many move points. Everytime I launched a ship, it got splattered! Can someone tell me what strate