I'd always had a bit of a soft spot for military boosting modules. They were a fantastic way to defend small empires in the slowest tech settings. However, between the tech speed being DRAMATICALLY sped up, and the techs being all but unreachable without having to plow through very large research projects first, the tactic is utterly unviable now.
Starstriker1
Wyndstar, I notice that most of your criticism of the Thalan is based on how the AI plays them, which is severely sub-optimal (to say the least). My own strategy when playing the Thalans is basically this: 1) Build the stock buildings 2) Crank out a few colony ships and expand, but keep it conservative: planets tend to be money sinks for the Thalans until they get developed, at which point they are quite powerful 3) Keep the focus mainly on research. Rushing for economic techs a
It's still seems fairly irrelevant, in my eyes... I mean, what's the difference between it leaking now and leaking when the game is released?
I'm probably being thick here, but what is lost by one of the editors finding its way onto a torrent? It's not like the game itself was being distributed, and it's no use without TA in hand as well.
Uh, so it GC2. You're already talking to a bunch of addicts.
[quote] I have no problem learning the new races, in fact learning any new feature is half the fun of it, it just seems that the changes made, make the new races alike the old ones in name only, of course this could all change once TA is released. [/quote] All the races in DA were just clones of each other. Yeah, they got a few different penalties and bonuses, and had different super abilities, but none of that really made them all that different. They were all slight variations
I'll freely admit that I haven't had much of a chance to play around with the modules in question, which is partly what I'm going to be bringing up. However, these are my thoughts on the tech progression: *It takes way, WAY too long to get any kind of fleet assist module researched. If you take into account the need for high logistics, it's a far better use of your research to go after more advanced weapons, especially considering how cheap those techs have become. *Once you DO rese
The 11 different tech trees aren't so different that you can't make sense of them. Upon playing each newly activated race, I took a few minutes to skim over their tech trees. They are often organized in a different structure, and there are many unique techs between races, but most of the old techs are still there, in much the same fashion as before. Hell, some of the races have almost the same tree as the terrans, plus and minus some unique spinoff technologies. The Korx, for instance, have almo
[quote]It's frackin space, big mostly empty space, there's nothing wrong with big huals full of sensors seeing the entire map, it's not like trying too see a planet where u have nape of the earth concerns... course I guess theroreticly there would be a limit at which distance u could detect enemy ships because of the nature of space time if u had a big enough engine u could actually out run your sensor signature, having the effect of a limited dection range.[/quote] If we're ta
I'd say that the cap shouldn't be a hard limit. Instead, it should be gradually implemented as your treasury gets larger and larger.
@Noble It's already scaled by the number of planets in the galaxy, I believe. @Taslios Oh, hell yes. I totally agree... the progression of martial technology is quite absurd, especially with civilisations that get it easy like the Drengin, Korath, and Thalans. I agree with Uranium... the later techs need to become prohibitively difficult to improve. Combat is always the most interesting when the ships do not have enough firepower to one shot each other consistently, an
The point? Well, first off, in most situations, ships with quite that many engines aren't hopping around! A 15 parsec warning time is usually quite sufficient. Second, in your situation, the best solution is to use forward scouts, like cargo hulls loaded with sensors, and place them so that they cover areas well outside your planets. That gives you plenty of time to scramble interceptors (probably ships with tons of engines yet very few weapons, maybe even cargo hulls). Alterna
If it says that, that may actually be the intent. However, this is still a beta, and not everything is implemented yet, so it could be a feature in later patches.
You can get rid of it from the same window that you change your tax rates and production. The leases and maintainence tab lets you keep good track of your ships and maintainence, and lets you scrap them at will. :) Alternately, give the colony ship to someone else and burden THEM with the maintainence cost. ;)
I'd think that "civilian" vessels should remain maintainence free, though, to be honest, it's not an issue except early in the game since they're usually so cheap. It does force you to scrap constructors and freighters you weren't planning on using, though. Not necessarily a bad thing. On one hand, I kinda like the new maintainence scheme. It makes your fleet construction have an upper limit outside of mere build times. However, it does seem a little excessive at times. The sol
I find that the Arceans can get some pretty substantial speed going if they can get their hands on impulse drive or warp drive. They get a lot of +1 speed bonuses which can add up pretty quickly. Granted, with their negative speed ability, that becomes a lot less helpful. However, the Arceans excell at making engine-less ships move at a respectable pace, meaning that there's more room for guns. They seem like a fairly solid race in that regard... a slow but extremely deadly military machine.<br/
It definitly depends on the kind of war I'm fighting. If I'm fighting an inferior opponent, I'm likely to just leave all that stuff alone and concentrate on invading his planets. All his stuff is either in my possession or is destroyed when he kicks the bucket, so why bother hunting down freighters? If I'm fighting a fairly evenly matched war, I'll go for galactic resources, lightly defended starbases and trade routes in an attempt to gain an edge that I can use against them. M
[quote]Starstrike1 if you make it unmanned then it has to be programmed. And that programming has to be maintained by some type of link. If it is being maintained by some type of link on the planet it can be eavesdropped from space. It can also be hacked and that would be a bad thing in my humble opion. Duh [/quote] It remains a cost saving measure. If it's unmanned, it doesn't need an artificial intelligence (it'd need "programming" anyways), it only needs a radio link to a gr
[quote] I think that creativity should take into account current research spending and time to completion. It should be commonplace to finish the last 10% of a tech early, but very rare to finish it before 50% is done. What a lame idea, if you did that there'd be no point in taking Creativity, and just dump the point into +research as it'd likely work better overall. Finishing a tech with 2 weeks 'early' is like getting socks for Christmas. <b
Perhaps a nice compromise would be to have your income scale as it goes up past a certain level (I think, perhaps, that the starting cash level is a great place to start). Once it goes over, a certain percentage of your income is deducted due to "economic stagnation". After all, if the government is holding all the money, there's less to go around in the marketplace. The percentage would scale with the treasury size, based on some kind of formula like 100 / (1 + n*0.0001) where n is the number o
Then again, if your income is such that you'll hit that 20K limit easily, you're making more than enough to be able to pay off the debt in a few turns. Besides, at that point you've already WON, the universe just doesn't know it yet.
I think that creativity should take into account current research spending and time to completion. It should be commonplace to finish the last 10% of a tech early, but very rare to finish it before 50% is done.
The bug is that the Minor's militaries are being moved AWAY from their systems, instead of back towards them as the UP resolution appears to be intended to do.
Maintaining a spacecraft or station in close orbit is going to be cheaper than maintaining one out of system, period. Under no circumstances would a nearby installation require more effort to keep going than a distant one, unless there was a significant difference in design (one that made the nearly stationary construct orbiting the planet MORE expensive than ships that require massive amounts of fuel for their reactors, as well as supply lines). The EVA requirements would be roughly the same, b
I'd consider that a bug in the UP resolution, though.