Heh... missed that in the initial post. Sorry, Draginol!
Starstriker1
Cry "revolution" all you want, our igloo prisons are inescapable and brutally efficient work camps! The maple syrup must flow.
HUH. I'll keep that in mind... with a speed ability bonus, the lack of engines would be very quickly offset by how much cheaper the ships would be. I'm trying that next time!
Can't wait to give it a spin! Will later betas be doing more than the bug fixing that the first one is doing? Also, how specifically is the defense being handled? Another Stardock employee posted something on it before, but his explanation wasn't too clear.
You would, but you'd lose the ability to trade with other races.
Hmm. Wait a sec, does the game have any variables to tell where you live?
I've heard that Ctrl-N can do that. So, yeah, thats probably it.
Actually, the Canadian, American, EU and many other country's flags are in the stock flag files, though they aren't STRICT representations of the source material. The good ol' maple leaf, for instance, is in the center of a red and white CIRCLE instead of a red and white triangle.
Yeah. I can't count the number of times that people on the other side of the map have declared war on me. Distance should definitly be a factor in their decisions... I'm perfectly justified in thumbing my nose at the Drengin when they ask for tribute from the other side of the galaxy, even when they're more powerful. By the time they GET to me, the attack ships will be completely obsolete, even IF they have the range to get there. Likewise, If I'm on the opposite side of the map and the AI is gi
I've thought about that myself, and it would probably best NOT be completely reset at the end of a war. The AI needs to keep in mind the relative tactical skills of the different players... the Arceans, for instance, are considerably nastier than their military rating would suggest thanks to the first strike ability and their superior fleet management. This kind of effectiveness has a tendency to carry over between wars.
Actually, it was the Arceans, probably as an attempt to get the terrans to build the very means by which the Arceans would invade them.
I wonder just how much of the ideas in that monster thread are going to end up in this patch, or a later one. Some of them were pretty far out there, but a lot of them were fairly reasonable.
To declare war in Dread Lords, you need to either attack the civ in question with a ship or tell ANOTHER race that you'll declare war on them. In the expansion, there is a declare war diplomatic option.
There are a lot of different strategies for this, and you should give them all a fair shake. What you're doing isn't wrong by any stretch of the imagination though. A few points: 1) You are absolutely correctn in loading up the colony ships as far as they can go. You have 8000 people on your home planet (or, at least, you do in Dark Avatar), so it's not much of a dent in their population, and it'll mean your colonies will populate FAR faster. More people means more taxes. 2) Buy
Isn't it the Snathi who tend to be most intelligent in their use of their military/invasions? I played a game once where a minor managed to carve out a small empire of its own, but I don't remember which one did it. Can the base AI profile used in a minor race be changed?
The only area denial system that would work is a weapons system of some kind, mounted on a mobile hull. Whether it is mined or not is beside the point... putting stuff into space is too expensive (a blank tiny hull takes about 50 billion credits!) to use any kind of solution like a minefield... you'd be better off just using some kind of local space station or ship. A tiny hull needs to be shielded from solar radiation
On the flip side, jangerel, the difference in the difficulty of building the ships would be phenomenal, and would be reflected in the cost. Tiny ships could basically be built on the planet and then shipped off into orbit all at once, whereas a heavy fighter or, worse yet, any of the capital ships would probably need to be constructed in orbit, with a significant cost being seen in ferrying the necessary components off the planet. We don't really see the ship cost reflect this... a same generati
The only area denial system that would work is a weapons system of some kind, mounted on a mobile hull. Whether it is mined or not is beside the point... putting stuff into space is too expensive (a blank tiny hull takes about 50 billion credits!) to use any kind of solution like a minefield... you'd be better off just using some kind of local space station or ship. That said, there's potential in really high tech (or drastic) solutions. Detonating a low quality (PQ 0) planet could resu
I'll second (or is it third at this point? Eighty sixth?) this motion. A way to stick a race in an "independant, but not really" position would be excellent. Making them ask permission to start a war, and having the ability to basically demand whatever you want in the trade screen would be the focus. This is an option for those who wish to survive, and are quite willing to do it on their knees. It'd be even nicer if the dominant race could set limits on the military strength (as a perce
@ Angelon If you're only using the tinies in range of a starbase, cheap out on the weapons and armour. A single mass driver and the bulky yet CHEAP armour you get when you research starship defenses will do just fine, as the starbase is what will be giving you the vast majority of your attack and defense anyways. Also, why use a tiny hull for that purpose? At that point in the game, a large or huge hulled trader would be absolutely brutal for an enemy to attack, since doing so
In my experience, it screws with any situation where the defense is off type and the weapon values are high. If you play a game where the tech stays fairly low, you probably won't notice it too much.
Treat it like you're getting a free hyperdrive on every ship, and anything added on top is simply kicking it up a notch. A good reason to build a ship wtihout an engine is that the DA engines take up a lot of space, and so faster ships take a corresponding hit in attack potential. Other people take the hit (and complain about the AI not doing the same) but until late game I can't justify the loss in power easily.
They've got one fantastic use: military starbases. A fleet of tiny ships with 1 attack, 1 defense (to keep it cheap, use the bulky armour from starship defenses and mass drivers) isn't much on it's own, but since the military starbase bonus applies to each ship individually, the fleet can become absurdly powerful. It gets even better if you stick a more conventional medium hulled ship into the fleet, which will act as a meat shield for the tiny hulls as they do the majority of the damage (so lon
Huh, you use the Terrans as arms dealers? I'm going to have to look into that... given their super ability, do you get good deals out of them at all?
I was talking in a strict "how believable is this" sense. Fact is, space does NOT lend itself to minefields of any description, as it's just too damn large and the targets too damn small.