From what I understand, the problem is mainly one of processor speed- if you think about just how many Class 0 planets there are, it could really slow down all the AI stuff and so on if you could colonise them all. Not to mention, the first race to research the tech that allowed you to do that would suddenly become the dominant race in the galaxy. I reckon there should be something similar though. For instance, you could terraform SOME of the class 0 planets, say 1 in 10 or so. After
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I heard it was coming in the add on... But I can't confirm that. As HEEGZ says, it has been discussed. If you look through the UP resolutions you can even see one about Terror Stars...
Plus in the siege mission, you don't actually have to fight the DLs at all- just rush to Planetary invasion and take the world before the DLs have pumped out anything more than a few scouts. As the mission description states 'Do not attempt to engage the Dread Lords'- it can't be much clearer than that. In the later missions, use your allies as a shield. Build up your tech before making a push against the DLs. Try to trade planets with the DLs (capture a planet, leave it undefended un
I think this is the sort of variety that the alignment techs are supposed to give... How would this work with custom civs? Maybe you could pick some from the techs of the default races? Would you be able to trade these techs away (for a much higher price than for a standard tech of course)?
The manual looks quite good, and is often amusing, but it can't always be trusted...
Appologies if this is intended behavior, but it seems a bit odd to me. When you achieve enough influence to get an influence victory, but then get into a war, obviously the countdown stops. But it doesn't reset. I'd have thought that after the war was over, the timer would go back to 10 turns, but in fact it just seems to pick up where it lef t off...
A challenge I thought of trying was to never purchase anything, and never go into defosit spending... I suspect that that would end in a swift defeat though...
An interesting alternative idea that I've heard mentioned occasionally would be to allow you to add more than one construction module to a ship, allowing you to build several modules at once, without loosing the basic gist of the game system.
I always get new Core ships every game... and then I Obsolete them immediately. I wish I could get them to stop showing up... They're utterly useless.
No, don't do that. It'll take the planet forever to upgrade the other buildings when you get new tech. Especially with the new 1.1 system with Social -> Military, so there's no wasteage.
In that particular mission, you might be better off avoiding fighting the DL altogether. First, send colony ships to get what planets you can- your priority is to get one as close to the Drengin world as possible. Then, research Planetary Invasion (100% to research). Then quickly build up a fleet of high speed, long range fighters and transports. Zoom into Drengin space and take the planet before the DLs have really got themselves going. You don't even have to fight the Drengin ships (make sure
You sure showed that unarmed constructor who's boss. Where is your honour?
Tactical advantage? With a planet right next to your homeworld, they could launch an assault without worrying about range. Although probably not for a small map I guess... Or perhaps they just spotted it and at that precise moment they knew of no other habitable planets?
Remember you need more entertainment on your homeworld because the starting population is double that of a normal world. Some people advise not building farms on your homeworld at all.
How do you pursuade it to go widescreen? I couldn't find an option in the menu...
I don't think he means that they should be available to research for non-neutral civs after getting the other research stuff. He means that the governer should auto-upgrade other research buildings to Neutrality learning centres, after you have researched them (as a Neutral Civ). I don't see any problem with that in principle, and frankly anyone who does is just arguing for the sake of it.
Not in 1.0X. Or at least I can't find it. *Waits impatiently for 1.1*
From what I understand from the manual (which must of course be taken with a pinch of salt), ships on Sentry will wait until they see any ships from other civs, and then the sentry order will be cancelled. Guard works the same way, except they will only snap out of it if they spot a ship from a race you are at war with. The point is that when you are then cycling through the ships on your turn, you will be snapped to the sentry/guard fleet,
You can't have borders that exclude constructors, as that removes a massive part of the game. The whole POINT of influence starbases are to give a non-violent method of capturing planets.
Planetary bombardment doesn't have to mean 'destroy the entire planet immediately'. It could just destroy say one (random) building and a certain number of people. To actually obliterate the planet would take many turns. It could also be expensive to use. And a long way up the tech tree. There are all sorts of ways to make it balanced. Frankly, if you leave your planets undefended, you're just asking for it.
They're getting ready to form a fleet. It is bad strategy, but it isn't unbelievable- I know since I do this myself sometimes I do it because I'm lazy, but there's probably a different reason for the computer doing it. If you leave them, they will form a fleet eventually.
The way I understand it, the Minors have the same AI as the other computers. The only difference is that they are not allowed to colonise.
Medium hulls are better for survivability. Sure, in total the fleet has only a few more HP, but one of those fighters is going to die more quickly than a medium hull, which will drop your firepower down. This can make a big difference in close battles, especially since more of your medium hulls will survive longer, making them level up and get more HP. As for the Lasers getting bigger, that happens with all components. Bigger ship
I get this, but I find that holding down the MMB and wiggling the map around a bit fixes it. Not ideal, but it works.