Starstriker1

Starstriker1

Joined Member # 2444307
0 Posts 14 Replies 10,250 Reputation

[quote]Oops I see the problem - the listed capacity in the ship builder is not the real one. Eg a small hull says capacity 26 but actually has capacity 36. The core ships have the same capacity as the new ones. Sorry for the misunderstanding... [/quote] Miniturization increases the size of your ship hulls with higher levels. Long story short: don't ever, ever bother with the core ships. They ALWAYS have outdated technology, less than optimal balancing versus your opponents, and

8 Replies 3,777 Views

[quote]Well, if the surveyor can suddenly pop-out sectors away by means of a natural worm-hole anomaly it's obvious that the unilateral "code-routines' are already there. It would just be a matter of tying the function for a type of stargate doing it both ways while maintaining some coordinate(s) reference between two parsecs. Automatic feature, and a huge step towards easing macman of fleets. Secondly, TA has a new immense map - that factor alone certainly means mu

8 Replies 3,471 Views

I had some ideas for a Galactic Civilisations 3 combat model. Basically a random wishlist on my part, but I figured I might as well share it. 1) Simulated combat instead of rule/random number based combat This is to say that the battle viewer wouldn't just be a fancy cosmetic layer overtop of a fundamentally rule based combat system, but a simulation of the fight given the ships and their equipment. This would NOT involve tactical combat... the problems with that have already b

1 Replies 4,754 Views

A cargo hull loaded with sensors is nice and cheap, and you aren't obligated to load it up with engines. Those things are cheap without engines on them! Plus, even the most humble sensor ships can move around when their current position is bad! With the current game mechanics, dedicated, stationary structures would only make sense if they were completely free... the other options are already pretty cheap and flexible.

8 Replies 3,471 Views

Yeah, Duh, the economy buildings are critical. Besides, loading up your planets with population generally backfires... the low morale makes it a huge pain to keep taxes reasonably high. A 25% economy bonus is nothing to sneeze at... a mere four stock exchanges will double a planetary economy! Anyways: I've heard a really interesting idea suggested about ship maintainence. Basically, ships that are in orbit don't cost as much in maintainence, perhaps only costing as much as the previous

110 Replies 34,930 Views

We've already got observation posts. Research the sensor branch, and then build a starbase with the sensor modules. Once you've put a few levels into them (the later tiers of starbase sensors are really powerful) the starbase will see anything in a huge radius. If you want to defend it, research some starbase fortification and you're set! Mines are completely unfeasible in space. It's too large, too open, and mines would be very ineffective. Each square represents an (adjusted) parsec,

8 Replies 3,471 Views

[quote]By the current game rules, a default movement of zero equals a movement of 1, as everyone has an inherent +10% movement speed as of TA beta 4. The Arceans would have genuinely speed 0 ships, though. [/quote] That's an easy fix. Just don't apply the speed ability unless a ship has engines! :P Under that, Arceans in the game start would only get the speed that they stick on their ships manually, while other races would get +1 or +2 bonuses to their first engine.<b

32 Replies 15,776 Views

[quote]To paraphrase one of the technology blurbs in the game: Space is big... really big. Even in the realively modest confines of a solar system, a non-hyperdrive ship is going to have a hard time delivering its impressive package of weaponry if it is in orbit around Earth and an enemy ship pops in out of hyperspace, say, at just halfway between the orbits of Earth and Mars. That non-hyperdrive ship could start steaming its way to the offending ship and would get there at sub

32 Replies 15,776 Views

I like the idea of combining their labs and factories. I was kinda expecting that to be the case, so it was a bit of a surprise when it wasn't. At any rate, I think that the solution is to make the initial factory/lab buildings to be very easy to research, yet keeping the techs that increase their efficiency high cost. That way, the Thalan player can build those expensive things, but really needs to watch their maintainence costs. Personally, I like how they can't grab a massive empire

42 Replies 129,328 Views

If you think about it, ships like that would have no space limitations. They'd basically be able to be starbases in orbit. The only reason that hull sizes are limited in the other ships is because of conflicts with the hyperdrive... special technology is required to create larger scale warships. I'm all for orbital defense stations, but that's a pretty huge feature.

32 Replies 15,776 Views

That sounds like a fantastic compromise, and it would certainly make me more inclined to trade techs... I wouldn't have to worry about the technology making its rounds and finding itself in the hands of my enemies.

31 Replies 29,915 Views

I find that you have to balance your spending decisions a bit more. The ships you build and the improvements you set up really matter, especially when you're playing with the races that have expensive ships or high maintainence improvements. The Iconians and their organic armour come to mind, as do the Thalans and their cripplingly high maintainence labs and factories. It does lead to some new strategies, though. Playing the arms dealer works a bit better now... you get a decent amount

110 Replies 34,930 Views

I've found that they have an immensely powerful set of techs and abilities... once they get going. Its the fact that they start with nothing that really makes them different to play. You have to scrounge around to make do in the meantime, until your powerful technologies can appear. My strategies so far: *Rush the economy techs, the Thalans NEED them... you typically don't grab many planets in a colony rush, and they're rarely any use right off the bat for anything. *Aggressivel

45 Replies 17,155 Views

On the foreign relations screen, look at the stats section. Even without having done any espionage, you can get detailed breakdowns of their economic statistics. What I'm thinking here as possibilities: *They have a very strong economic ability that magnifies their taxes (need low espionage to check this out) *They're running their taxes high (you might be able to take advantage of the low morale to use information warfare in invasions) *You blasted a lot of their production

4 Replies 4,122 Views

Quite a few. I believe that Stellar Marines are the prerequisite tech? I've used mini soldiers quite a few times in TA. However, I'm finding some of the more destructive invasion tactics are more viable, now, especially tidal disruption, since you usually aren't too concerned about capturing infrastructure (most of it will disappear anyways, unless you've been doing some crazy tech trading)

35 Replies 88,328 Views

Sorry, "far more effective" was exaggerating. The point I was trying to make is that empty (or lightly loaded) tiny hulls without weapons would be more cost efficient as transport blockers. The cost difference is not huge, but can make a turn or two difference in the build time early game. The utility of using larger hulls for the purposes of upgrading is debatable... it might gain you a quick military boost, but running your economy at 100% military for a few turns would likely net the

10 Replies 4,405 Views

The release date is, really, quite irrelevant. Technically, from my perspective, the game is already out, I've shelled out the money, I'm playing it, I'm loving it... but there's an active development team adding new features and making it even more awesome. Absolutely no complaints from me. Question: with this base speed increase, does that apply to Terror Stars?

55 Replies 80,729 Views

I like how creativity is now, but it's vulnerable to exploits. For instance, I run my economy at either 100% research or 100% production. When I am running at 100% production, I can set the "tech to research" to point to a very expensive tech that I normally wouldn't be realistically able to achieve quickly, like the fleet booster techs and the terror star techs. It's rare, but I will occasionally finish research on these techs (that I've put none of my money into) and gain an expensive technolo

46 Replies 14,764 Views

I've never found the Drengin to be underpowered... rather, they're one of the few races that I've had comparatively easy games with in TA. The only catch is that they really don't compare at all to their Korathian cousins, who have faster weapons research and all sorts of nasty martial, industrial, and influence technology. Super dominator is definitly one of the more annoying abilities. With low tech levels, it's potent, but one the enemy starts fielding decent ships those dominators a

32 Replies 12,811 Views