It only works when you attack. Think of it as a "surprise attack" where you can take out some of the other fleet before they can react at all.
Starstriker1
3) I don't agree. At least, not in all cases. Armour and engines are things that should definitly be scaling with the hull sizes... its a heck of a lot easier to armour a small ship than a massive cruiser. Increasing the size of the engines is a nice way to abstract away the fact that you need MORE engines to move a ship at that size another persec a week. Speaking of which, cost should be effected by sizemod to the same extent space is. Its cheaper to give a tiny ship an inch of armour
Actually, time doesn't slow down at all if I remember my physics class correctly... not on the inside, at least. From the perspective of someone outside, though, time would be steadily slowing down (and whatever you are observing becoming more and more redshifted) the close you came to the event horizon.
These kinds of journals are enlightening to me. It gives a good insight into the processes involved, and as I hope to be in the industry in a few years, that's always pretty useful. Your list of bug after bug reminds me of the time when I was writing my AI pathfinder...
High gravity + living under water = crunch!
I'd have to agree. When you say that the Trade screen isn't involving any AI, that really points out why its such a hole in their playstyle. Just giving it a quick thought... there's basically four parts to a trade that need to be considered on a trade item by trade item basis. It basically comes down to what each side is getting or losing with each side of the trade. Lets take a simple trade, like 500 BC for laser III. The loss of the laser would be considered differently for both side
I dunno. It gets rid of the spending slider and makes the whole thing make a bit more sense, and would ultimately lead to many of the same effects, but with the ability to REALLY ramp up production if your economy can handle it. I don't think it'd be that huge a change, game mechanics wise. AI wise, though? That's a different story.
As long as you lose in an interesting way! I dunno, the Iconians could get off to a good start if you found enough hostile environments nearby. Granted, the super ability is still kinda weak given that the Korath get the Toxic atmosphere tech as well, and the Yor get Barren colonization, but it still could provide a leg up, even with the crappy race abilities... it's really one of those abilities that gives a kick start to your empire in the beginning instead of throughout the game. You
Sorry, which country are you talking about thats free? You happen to be on the intertubes, where admins and moderators can freely express their inner draconian despot with impunity.
Mobile starbases bring up their own issues. Personally, I'd love to see it happen, but that is a step above the challenge inherent in merely having the AI deal with artificial planets. For one thing, you have the possibility of economic starbases FOLLOWING trade ships, and military starbases finding their way alongside a battle group. You'd also have to deal with the possibility that they'd be used as warships in their own right, which could be devastating early game. Finally, it'd mean an overh
If you feel like a challenge, what about giving the Iconians a go?
Aye, I'm getting some good use out of small hulled constructors and transports. Even without super breeder it works really well... I'm playing as the Korx at the moment. With all the trade techs, its also pretty handy for mass producing all those trade ships QUICKLY
Not bad... I am interested to see the conclusion!
Yeah, you get about a 50% attack bonus by keeping a ship in orbit. It also seems to round up, which is good news early game as your 1 attack ships suddenly have 2 attack.
Wee, government sponsored mass murder!
Actually, the number of weapons SHOULDN'T be a big factor unless, indeed, the bug is still present (in which case, the power of the weapons not exceeding the square root value of the off type defense is a big problem)
Has anyone reported it via the bug tracker? We've already learned that bugs reported on the forums don't get sent to the dev team very fast.
If you were running a debt too long, your approval would also have been dropping. If your treasury is in the negative for too long, you start get approval hits.
They would have been rolling with 8 defense against your mass drivers. I don't think any of your weapons had 8 attack or more, correct? If so, then my initial thought is that the bug is still present, even if defense degradation is now happening. The degradation is being done to the initial 71 defense value, so the drath only started rolling with 7 defense after they took 7 damage. After that, it's another 14 points of damage before they reduce down to a defense roll of 6. This means th
A more conclusive test would be to design two ships in a battle of the gods scenario, give one to the other race, and go to war. You'll be able to see if something funny is happening a bit better.
I don't know if this is a freak situation, but I've been able to redirect the mining bases of other civs to my own worlds as if they were my own (and I see the resulting production bonuses). Does anyone else get this?
More important, I'd think, is having cheap constructors. The colony ships being that cheap could be too harsh on the homeworld population... though you'd see a substantial benefit in simply being able to shift production to research and social production as well. For a super breeder, massed colony ships like that could be a fantastic strategy.
Interesting so far! Keep it up!
Ringworlds, on the other hand, would be awesome additions. Have them as another kind of starbase type, that serve as space habitats, which can then be upgraded for additional size, defenses, etc. Ideally, they would function the same way as planets (capacity for improvements, starports, etc.) except that they'd be much smaller in scope, have much lower population limits, and they'd be vulnerable to both invasion AND attack from starships. They'd have no ships in orbit, and additional constructor
Blades of our skates, huh?