shiva7663

shiva7663

Joined Member # 2432840
1 Posts 30 Replies 8,490 Reputation

Sometimes planets are "defended" with empty hulls and scout ships, which have to be blown away first before a transport can land. In those cases, an unescorted armed transport with even 1 point of offense can be effective.

7 Replies 4,688 Views

That web page also has a bunch of invalid ID tags that begin with underscore characters, no Doctype, and over thirty validation errors.

1 Replies 3,463 Views

[quote]I saw the Snathi declare war on the Drengin once. That was pretty awesome.[/quote] In a recent "keep all the civs from being conquered" scenario suggested on the forums, the Carinoids declared war on a major and I was like "plz make peace, not war" and they were like playing innocent with "don't ask us, ask them, they don't want to stop fighting" and I was like "well, duh." heh. [quote]I've actually seen a minor race become more powerful than a major.[/quote] I have too.

40 Replies 10,777 Views

I agree about Star Trek: Legacy. It's one of the worst console to PC ports I've ever had the misfortune to try to play. Bethsoft is not good about cleaning up after itself; there are hundreds of unfixed bugs still in Morrowind. As for Vista, I cannot recommend it to [B]anyone[/B] until the later of SP2 and an additional year have passed. Better to get a full price copy of Windows XP SP2 and install that, especially for gaming needs.

15 Replies 10,498 Views

The manual method of food surplus shipping via freighters is an interesting one, but I wouldn't want to have to sacrifice a normal trade route to do it. The scale of it would be along the lines of the connections between mining areas and planets. Think gigantic and immense galaxies (I play a lot at the larger sizes). Food surplus benefits wouldn't be nearly as useful in the smaller games. Automating food export would make it easier to manage, and you'd have interesting effects like espionage age

20 Replies 11,537 Views

I'd like to be able to place a spy on an enemy ship. It would lift the fog of war for that ship and whatever its sensor range was. The spy should be able to attempt sabotage to destroy the ship (chance of success based on the civ's espionage ability score with a difficulty modifier based on the experience level of the ship and whether the ship in question is the civ's flagship). Only ships currently visible would be allowed to have a spy placed on it.

382 Replies 108,979 Views

I'd like to see some combination of tweaks that would make a world with a low population but maxed out farm improvements (a "breadbasket of the empire" kind of world) a viable type of specialty build. In other words, a way to export an agrarian world's food surpluses to other planets of the empire. You could then have a high population world that would, for example, suffer a mass die-off from starvation if the farm worlds supporting it are conquered. The game mechanic for it could be analogous t

20 Replies 11,537 Views

Alien tech should spawn a parallel branch of your tech tree, so that, for example, if you conquer three different civ's planets or spy for techs and get the same kind of top tier tech with different passive benefits, you benefit from [B]all[/B] of them. In other words, there should be a separate root available for each alien race's "acquired" technology. That would definitively prevent overwrites.

25 Replies 11,275 Views

[quote]Starcraft is one of the biggest games these days, especially in Korea. People say its the best game ever made. [/quote] Sorry, but chess is the best game ever made.

132 Replies 108,460 Views

In Groovy Green Peace, it might be impossible to prevent the demise of a minor civ too far away for you to effect the situation, early in the game. Still, sounds like a great challenge.

11 Replies 8,639 Views

[quote]And a game play question - Korath have slave pits etc (so replacement for factories etc) so, will they eventually not have access to the standard items but only their own special items. Research labs are one that stands out. This would seem to make more sense.[/quote]Acquisition of enemy technology through conquest, espionage and tech trading will give them access to traditional technologies. If you normally play with tech trading turned off, it will be more haphazard, of course. <br/

13 Replies 3,454 Views

I'm running Beta 2, Torians in an immense/abundant galaxy with max number of enemy civs and minor civs, and minimum difficulty setting. Tax rate: 0% Tourism Income: 1715bc/week Total Expenses: 900bc/week Treasury: 4248bc 24 colonies 96% approval With the above, I have an Economic Might Rating of zero. That doesn't seem right. It's as if tourism wasn't taken into account in the calculation at all. I'm running a strategy where I have the bare minimum

1 Replies 2,770 Views