Awesome, I can't wait to give this a shot. Might be a bit, though... I'm going to be torturously busy for the next week. Any ETA on terror stars? I'm eager to snuff out the light of the galaxy, one star by one.
Starstriker1
That would be awesome.
The 100% ones are occasionally useful, but the 300% tiles should be removed outright.
I'd do it a little differently: *Each ship has a targeting and evasion value, expressed as a percentage *Components may be added to increase these values. Tiny ships attain their advantage here via the size mod, which would be punishing on larger hulls. *Tiny and small hulls have an evasion bonus *In combat, minimum damage is calculated by (maxDamage * (attackerTargeting - defenderEvasion)), where rolls below 0 count as an outright miss. Ships with huge targeting advantages could
The 300% food tiles are FANTASTIC ways to kill your morale without adding much to your empire. Someone crunched the numbers, and you've better off using markets than doubling your population, since tax revenue is NOT directly proportional population (ie, doubling population does not double tax revenue). The best use for that many people, actually, is sending them off to war or using them as a meat shield when enemy transports come knocking, and the latter is dangerous since information
The Krynn are supposed to be very focussed towards "The Jihad", so that may be what you're looking for.
[quote]I'm only 23, looks like I'm fairly young for the group. [/quote] Hey, you've still got 5 years on me...
Why would you put a hyperdrive on? Conventional engines are limited by the speed of light. As such, towing or adding conventional thrusters to said asteroid means that the asteroid does not hit the target for a very long time, likely in excess of a year, especially if you weren't prepared to provide an obscene amount of reaction mass/energy to get that rock moving. Put a cheap hyperdrive on it with a few simple navigation systems to get it where it needs to be, and it reaches t
The way I see it: I'm in the beta already. Anyone who wants the game is ALREADY going to be getting it online, which allows them to get into the beta anytime. If they delay it another month, that doesn't impact my playing schedual at all, yet the extra month is going to result in a significantly better game by the end (Brad mentioned improved AI, which put me instantly on board)
Not so: the rock either needs to be brought to the target with a hyperdrive equipped ship and released, or equipped with it's own engine and limited guidance to get it to the (very large) target. When the asteroid fields are on the outer edge of the solar system (or in a neighbouring solar system), accelerating them and letting good old relativity do it's thing simply takes too long While using a transport ship of some kind is a valid option (I think that's what's done with the orbital
You'd need to put a basic hyperdrive on the rocks, but yeah, sounds awesome.
There already are such improvements. Planetary defense improvements provide a soldiering bonus to a world that makes them tougher to invade. Okay, they could probably use a significant stats boost to make them worth considering, but they're there. As for interplanetary missiles... it would be cool to see them in some form, though I would wholly expect that starbases would also be equipped to use them as well. Ideas that come to mind immediately: *The interplanetary nukes that h
[quote]Played a couple beta games now. What I notice is that I can trade for those unique technologies. Is that supposed to happen that way? For example, playing the humans, I traded with the Arceans the technology that allows Navigation centers. So now I can build them myself on any of my worlds. This to me kind of waters down the uniqueness of the tech trees in that I can aquire these technologies myself thru trade. [/quote] I dunno. It does do that, a bit... but it doesn't come cheap
The number of new tactics and ship building strategies has grown exponentially. Carrier type ships, stellar defense craft... tons of options sitting around for new and varied spacecraft.
I'd like to see them given the AIs of some of the major races, just without the starting cash and initial techs. The massive slowdown they'd get from not having funds to kickstart development or even the ability to use a hyperdrive from the get go would severely limit their expansion, yet still allow them to expand given the chance.
If only they were reasonably competent... In the Galciv backstory, the Drengin set up the militaristic Xendar as a puppet regime and used them to attack the Terrans, who they thought were too weak to fight back (not quite the case, since the Xendar are all but exterminated now) They used the puppet regime to avoid politicial consequences of the attack. I would love to be able to do that in some form. Minor races should be useful as proxies and allies if you choose to take advan
It's always baffled me as to how you can't spy on minors. Being able to see their planetary improvements is important, and it's an arbitrary distinction that does nothing but take away the player's freedom.
Actually, just making the mind control center work like it SHOULD be would be a good step in that direction. Currently, it gives an absurd boost to your economy and disallows you from making influence flips, which isn't what it was meant to do.
Weaponless ships still aren't targeted over the ships in their fleet. You would have to be using REALLY weak ships for that to happen, and at that point the carrier is useless anyways.
Ugh. I'm going to have to keep myself away from TA until thursday... it's cutting into my studies far too hard.
[quote]Terror Stars - How do you build them? The tech tree line for them is long research but no where is there an indication of how you build them once the research is complete. I've looked everywhere, still havent worked it out, a couple of words indicating how in the Tech tree explanations would save much frustration. Regards Zy [/quote] Terror stars aren't enabled in TA yet.
I'm already loving how I can build carrier type support craft to amplify my fleets. Another tactic to try is placing a warp bubble on a tiny hull and cramming one of them into your fleets. These tiny "jumpships" barely make a logistical dent, but do wonders for making your fleets move at a reasonable pace!
That's the pirate mega event, which always floods the galaxy with pirates that are well beyond anyone else. It is indeed pretty absurd.
I love the new stellar defense modules (and the equivalents in various races). Finally, ships designed for defense are forced to defend! The implications for newly conquered space (or influence bases) are also pretty fun. However, I think that you should be able to stack multiple stellar defense modules on your ships. After all, these aren't fleet modules, and so you aren't going to get runaway stacking of the bonuses. What it would allow you to do is make truly powerful defense ships
Since there's already a thread for this: The particle beams offshoot from lasers has no components associated with it