The rationale is that coordinating all those ships in orbit to face an incoming threat on short notice isn't a simple task... hence the need for a command and control center on the planet.
Starstriker1
You're likely missing a requisite tech somewhere. Seriously, though, just use the templates, since that's all you'd REALLY be getting from the core ships, and you don't need specific techs to unlock the templates. The core ships do not have your newest tech on them, nor do they have ENOUGH of it on. There is absolutely no reason not to set the equipment loadouts yourself, as you'll be crippling your fleets otherwise.
As of Dark Avatar, the difference between a defender and the comparable heavy fighter is about nill, since the AI usually doesn't put engines on their attack ships. Well, then wouldn't an obvoius change be to actually PUT engines on ships intended to be attack craft? The slower the AIs ships are, the easier they are to beat. No matter how much attack a ship has, it doesn't much matter if you "kite" it all over the battlefield. I do th
+ NEW: Added Starbase module to repair the starbase with Tech Requirement Advanced Hulls. Will only show up if the starbase is missing HP, and can be 'installed' multiple times. This module should not count towards the total modules. In my experience a single ship with a single type one laser can take out a starbase with a single shot. So how does this new module make a difference? That's certainly the case. For an unarmed starbase.
The Iconians might be an option as well. They seem firmly in the isolationist camp, though that may just be because of their weakness.
If you don't want them to deal with other races well, you may want to make them warmongers. Other than that... the Yor do appear to be fairly isolationist in most games I've played, their super ability aside.
Why are you bothering with the core ships? they are vastly inferior to anything you'll design on your own. If you don't want to spend the time to build ships from scratch, that's what the templates are for. The core ships don't take advantage of your tech advancements and can't be tuned to your enemies. That, and designing your own ships is a hell of a lot of fun.
Those pluses and minuses you mention are all flavour text that are supposed to be in reference to their ability scores. I don't think they're at all relevant. Also, Wyndstar: it's worth noting that the Arceans have the best fleet management skills, and that several AIs are derivative of others... I believe the Drengin AI was used as a template for several others, at least, the Korath included.
@ Ghostwes! http://www.qwantz.com/index.pl?comic=972 @ TheGreatEmperor Athiesm doesn't entail being militant about it. Richard Dawkins doesn't represent the majority of Athiests who generally follow a "faith is private" line. Then again, I'm just guessing based on my own experience here.
It's possible that they were utilizing a strategy of switching between either 100% in research or 100% in production. Alternately, their huge production and economy bonuses were indeed causing them to dip below -500 BC fairly quickly... and if their economy was strong enough, the surplus the next turn would allow 100% production for several turns. Their constant bankrupting of themselves would appear to be an indicator of phenomenal spending capacity and economy, which would me
If you can run with 100 percent of all possible military, social, and research spending at once, you've either got too little capacity or an economy so solid that you've basically won anyways.
I didn't propose adding a new kind of building for military construction, what I proposed was removing the spending bar entirely, and having those percents in the other bars correspond to how much of that kind of construction you are spending. Basically, the idea is: have each slider BY ITSELF be a gradient of 0% to 100%, regardless of the other sliders. If I set military to 50%, social to 50%, and research to 50%, I should be getting half of my empires capacity for each, with the corre
I'd say it'd be more likely to have a strategy like this work LATE game, since then you'll have the ability to kill in one hit, which is absolutely necessary for the super warrior ability. The problem is that you'll probably have better luck with medium or large hulls at that point... the cost savings probably won't offset the fragility of your cargo hull ships, unless you're only hitting soft targets.
Apparently, Vista (and the associated video drivers) are to blame for a lot of it. I've personally seen performance INCREASES with the latest beta patches (running on XP) thanks to all the optimizations they're doing.
I'd personally just prefer to remove the spending slider entirely, and have the military, social, and research sliders all act independantly in that regard. That way, should you have an economy that can sustain it, you will have 100% of your empire's possible production going at once. Perhaps a little harsher on new players... but would allow one to avoid weird penalties to mixed factory/lab strategies, like the ones Wyndstar is trying to avoid. It'd require some thought as to how the s
There are entire games built around programming AIs. Though I might be getting the name a bit wrong, AI Wars is one of them. You'd program a "cybug" to roam around the environment, scan the environment, fire missiles, guns, mines, self destruct... all quite interesting. It was an independent game, but one that I believe had quite a dedicated community...
I'd recommend not really worrying about putting garrisons on planets. If you are in a war, you want to be fighting with mobile fleets. In stock Dread Lords, there is basically no reason to use defenders, since they're typically built the exact same way as the equivalent combat ship. The only purpose they can effectively serve is to slow down an invasion fleet, forcing them to spend a turn or two clearing your planet of defenders. I'd recommend that you simply build your own att
Pff. We're the second largest nation on the planet. We have sufficient room to just toss 'em in a hole and bury them. Also, Grizzly Bears. ...do I sense an international initiative in the making?
Nope, just thumbing our noses at our southern neighbours! *prods all Americans in a 5 foot radius* Now that could be considered just grounds for a 'pre-emptive' strike... (to continue the tangent) Bring it on! Last time we fought, we came d
I've got to ask: why are your large hulls dreadnaughts and huge hulls battleships instead of the other way around? A dreadnaught is generally the biggest ship around... patterned on the Dreadnaught of WWI, which was so big and technically advanced that it rendered all current warships obsolete.
I name ships depending on the mood I'm in. Sometimes I use a certain theme like "monsters" (With ship names like banshee, wraith, wendigo, etc) or "ideals" (Virtue, courage, etc.) Other times I'll use more practical names, like "Assault Fighter". One time, when playing as the Korx, I set up a system where I had: "name" [type] [generation] Giving me ships like "Venture" LRHF 2 (which stands for long-range heavy fighter) If I end up getting large ships that use a str
Thats the message you get whenever they don't trust you. There are a few ways to get them to distrust you, including declaring war on a civ you just signed a peace treaty with, attacking a civ you had a research or economic treaty with... in this case, you probably wronged a different civ, and the terrans are judging you based on that. The trade screen dialogue is a bug, in this case.
Another thing to add: *blockades of starbases and planets. If you have 8 ships to spare, you can completely surround a planet and make it impossible to reach. This has more than a couple uses. If there's a resource you want to ensure you get but you don't have a transport nearby, you can surround it with ships. If someone you want to protect is under attack by forces they can't fight, you can surround their planets to protect them without going to war. You can also stop a starbase from
Events that cause additional civilisations to enter the game, be they minors, splitting up a major race, or granting a sufficiently powerful minor civilisation major race status. They have to be given some teeth, though... if they're split off a major civ, they need to take some of the military with them. If they're a minor, they need to be given a boost to compete and not simply be a cheap target. An event that drops a non-standard minor race into the mix, in a similar fashion to pirat
Nope, just thumbing our noses at our southern neighbours! *prods all Americans in a 5 foot radius*