And thats the only way I could see them being remotely useful... they'd need to have their own sensor systems and hyperdrives, making them fairly expensive as a great many would be needed in a sector in order to deal sufficient damage and remain relevant. Even then, wouldn't the ship they're attacking have a very good shot at destroying them, even if the huge challenge of detecting, intercepting, and then accurately guiding the explosive to a target that is a tiny blip in the vastness of space w
Starstriker1
Problem: you're talking about mines, in space. Each square is a parsec. That is a hell of a lot of room to fill up with mines...
Spies nullify the OUTPUT of whatever tile you put them on. Ideally, you place them on the most valuable tiles in the person's empire if you're trying to slow them down (trade goods, capitals, bonus tiles, etc.) and on less valuable ones when you only want to build up intelligence (since they'll be less likely to get rid of spies placed on irrelevant improvements). I don't believe spies on structures that are under construction will do anything until the structure is built.
Yeah. It sounds like you're giving up far too easily. Take what you can get, and build from there... you can turn the game around surprisingly fast once things get going, so being the smallest civ out of the gate does NOT mean you can't win it. In situations where a superpower is dominating the colonization phase, I personally have a tendency to rush military and invasion techs and gobble up my nearest similar sized neighbour.
Two logistic techs allow you to field fleets of 3 cargo hulls. Given that, a fighter with 3 or more weapons could theoretically rip a fleet apart in a single volley, assuming that none of the shots rolled a 0. Considering the cash investment in weapon loaded cargo hulls, that's a considerable risk even in early game. I can see the value of it in some situations, but with only a single hp its a risky proposition in any scenario.
Heh... only if they're powerful enough to remove all opposition in that first shot, or even a small fighter could wipe out a fleet of them.
If you have advanced espionage, you don't need to put another spy on the race in question. At that espionage level, you'll occasionally steal techs regardless of what you spend on them. Of course, feel free to put spies in to shut down their improvements if you're playing Dark Avatar.
Not how it works. When you buy a trade good, you're merely licensing it's production from the other civ. The building remains on their world, you just get the bonus, and they reserve the right to license it to others. While it would have been a fairly drastic solution, giving the planet to a civilisation you don't mind being at war with and then invading it with tidal disruption would have done the trick. No permanent tile loss, but the majority of improvements are removed, and the unre
Hmm. Thats interesting... if you needed the prereqs to research any further, that'd provide a fairly safe way to give a boost to an ally without the possibility of it backfiring and them building off that research...
I think one advantage that the Krynn have that shouldn't be ignored is that initial spy they get. Presuming that you actually find an enemy homeworld early enough, you can put that spy down anywhere and be certain that the enemy can't do anything about it... and if they try, they'll be killing their already fragile early game economy. From an early conquest perspective, that seems like a good way to keep a nearby neighbour under control until you have transports available. It'd be much more usef
Perhaps it's merely showing latest replies instead of the latest threads? That seems to be whats happening, though I haven't watched too closely.
Alright, to start off: I fully realize just how big a deal it would be to implement something like that. It probably would be too much for even an expansion. That said, I want to put it out there, if for no other reason than it being fun to talk about. The basic concept: independant planets are political entities that can be talked to, traded with on a limited basis, and favours bought or beaten out of them. They'd also have the potential for acting as less involved versions of minor si
Oh by the way the defense bug is stupid. I didn't even notice, and I'll be ok waiting for the next update. You guys are ridiculous. So what a weapon is 1 point off. Why don't you try and have them find out the last integer of PI. We aren't talking about single defense points. We're talking about stuff like a precursor ranger with 20 mass driver defense taking on fleets of ships flinging massive arrays of beam weapons around without taking any substantia
The statement is true for low end missile techs, as the stinger weapons are quite large, and don't use space very efficiently. But the Stinger does 2 damage as opposed to only 1 for the other two types. So in fact it uses space more efficiently than the other two, looking at it from a damage/space ratio. Which means squat when you can only fit one on because it's taking something like 16 space when you o
The statement is true for low end missile techs, as the stinger weapons are quite large, and don't use space very efficiently. However, if there's something funny with the sizemods, I don't know of it.
What I'm not hearing though is how it fixed the issue with defense degradation. At levels like in the example here the issue isn't as pronounced... but when you have an off type defense of 30, each WEAPON has to roll against the square rooted defense value of 5... the off type stuff doesn't degrade based off the square rooted value. I'm wondering how this has been addressed, as it's really the biggest issue in defense in the current build.
Questions: when the attack destroys one kind of defense (as in the second shot in your example) does the damage immediately spill over into HP or does it get dropped into the next defense category? Also, how exactly is the off type defense bug being fixed here? In your example, it looks like the other types of defenses are being treated just as though they're on-type...
Oh, an interface tweak: on survey ships, it'd be nice if the greyed out "construct" buttom when you select the ship was "auto survey". A small change that'd save a couple seconds.
I certainly thank you guys for the decision. Not needing the CD in the drive is a phenomenal advantage... though I'd never pirate a game, your decision still helps me out immensely. Knowing that you'll take a similar path in the future is one very good reason to take a close look at whatever you're selling. Thanks for not inconveniencing a paying customer, as so many others do!
Beams are much cheaper. Missiles go up in cost fairly steeply as you research the better variations, where beams don't increase too drastically between generations. Also, I believe that it is slightly easier to get point defense than other defense types. Bottom line, any of the three choices will basically net you a similar result, with a slight bias in your military towards either individual ship power or cost.
I haven't messed about with diplomacy much, but from the sounds of it two things could be very helpful: 1) More feedback as to why a race doesn't want to accept a trade. If they think the trade is just slightly one-sided, they should let me know, not just ask to see the punchline. 2) More trade deals from the AI to the player. I've rarely seen the AIs initiate a deal with me, despite their propensity to trade with each other, and I've NEVER seen one ask ME for a treaty, alliance, or
So what's the problem with that? I go for missile techs myself. They give the most bang for the space they take up on a ship. For example, the Stinger gives you 2 attack and takes up 18 units of space. For Lasers to give you 2 attack, you would need 2 of them, requiring space units of 10 each. The Rail Gun will take up 24 for 2 attack. It would just seem to make sense to go for that weapon type myself. With the amount of space you save, you can even add some defence do
...thats a pretty good reason to ignore it... O_o
One possible way to look at it: With a planet already at a certain state of development, there's a lot of interconnected systems and rules that have to be taken into account... but with a low quality planet, it's a blank slate. You want a continent here? No problem, there isn't a trans-atlantic current to mess up, do with this ground as you will! Of course, take that idea far enough, and evil civs should be willing to try and geoengineer their high quality planets as well. Might be inte