You do get a pretty big bonus for finishing the tech tree- You win the game! I guess you have that victory condition turned off then? Personally, I've never completed the tech tree. Not every last branch. The whole point of the tech tree's size, as I understand it, is that you aren't SUPPOSED to complete it. This idea merely expand it. Why should research ever reach an end? Come to think of it, why don't you think it's a good idea anyway? If you don't like having useless resear
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The purpose of your allies is mainly cannon fodder. Don't push towards the DLs too soon, let the AI wheather the storm while you build up your forces. Trade techs like mad with all the friendly AIs to increase research speed- since you're all on the same team, you don't have to worry about them backstabbing you, so when you sell them a tech you're actually doing yourself a favour since they'll be better able to fight the DLs. Of course, all this advice is based on when I played the camp
Some people say that raising the difficulty levels in the campaign can actually make it easier on some levels. This is because the economic bonuses on the above-Tough levels do not effect the Dread Lords (who I think don't need money, only production?) but it boosts your teammates so that they can take out the DLs by themselves! Useful tips against the Dread Lords: - Tiny ships- since the DLs can take you out in one hit anyway, you're better off with lots of small ships (since
As if it isn't already Besides, is making the game harder a bad thing?
Maintenence cost aren't THAT high. The simple solution is of course build more economy buildings.
That's a nice idea, but it's really more of a 'wait until the sequel' sort of idea. But why stop there? Why not have continuous choice all the way down the tech tree- you choose whether to research size (makes the weapon smaller, but more expensive), power (makes the weapon slightly bigger and more expensive, but more powerful) or cost (which just makes it cheaper). Each improvement you make increases the cost for the next one. You could do a similar thing for defenses, or in fact prett
Oddly enough, the only PC game that has actually managed to scare me recently isn't a big budget FPS horror game, it isn't even a SMALL budget game. It was a free-to-download adventure game called '5 days a stranger'. It's very retro, along the lines of the original monkey island games, but with a horror instead of comic theme. But despite all that, it REALLY knows how to press the tension buttons. Check it out
Thank you, thank you! You are a life saver! This could have been described better in the modding guide... Oddly enough, I have the techs in the tech folder and that works just fine. Same with ship components. Oh well.
Not with the standard interface, no. There might be a cheat, I don't know since I don't use them.
I don't suppose there are any plans to change this in a future update?
Yeah, overflow is lost. Of course, you probably waste more money buying the last bit than you save from unused social production. In some situations you might save a few bc, but it isn't really worth the hassle of checking up on all of your planets to see how long it is to go until the next building is done. It certainly isn't worth it for ships, as they don't arrive until the next turn anyway, so not only have you spent money on the purchase, but the military production is still wasted
When you use the mod folder, any techs that you create will automatically replace any other techs with the same name in the standard game. So far so good. But when you create replacement planetary improvements, they are ADDED to the list of planetary improvements, even if they have the same internal name as one of the old buildings. This means that if, for instance, you wanted to make a mod that increased the cost of all the buildings, you end up with two of each building in th
Two small ships with no defense? Easy one hit kills with very few weapons. Load up the Huge with mostly defense. Two small ships attack Huge, chances are that the attacks will cause little to no damage. Huge retaliates with insta-kill of one of the smalls. Remaining small ship attacks the Huge, low damage again, Huge blasts it into oblivion. There IS a chance that the smalls can kill the Huge, but it would have to get unlucky.
If you're finding that your huge hulls are getting one hit kills all of the time, take off some weapons in return for more defenses.
I agree, not because I'd use it, but to stop people moaning about the surrender system.
I'd have thought that: Military=1.00*0.33*60=20 Social=1.00*0.33*60=20 Research=1.00*0.34*40=14 (ish) It's a bit closer, but it still doesn't fit your values, so I can only guess that there are some other factors to take into consideration.
The best idea for a carrier ship that I've seen is this: A 'carrier module' on a medium or larger ship allows a certain number of tiny or small ships in the same fleet to travel at the speed and range of the carrier ship. Basically, you sacrifice space on the larger hull in return for extra space on the fighters. Obviously it would be tricky to balance it so as to avoid either useless carriers or overpowered carriers. But that's not the same as saying it would be impossible. 'T
Serves you right for playing Neville Chamberlain to Lord Kona's Adolf Hitler... If you feed the dragon, it's only going to get bigger. Perhaps if you'd fought the Drengi while they were still up against the Altarians? I had a similar situation in my last game. I was being the Torians, and the Drengi decided that they prefered us when we used to be slaves. They didn't quite have the same technological lead as in your game, in fact we were pretty much even, only their military bo
Yeah, I think that the threat is implied if you ask for something without offering anything else in return. The AI'll never surrender something as vital as a planet or a starbase though.
If you trade tech for tech, you should get a reasonable deal. The system is as it is, I assume, to stop the player from, for instance, buying all the opponents' techs/planets/starbases/ships.
That is, of course, what I do anyway. That doesn't mean it wouldn't be nice for starbases to be able to look after themselves a little bit better though.
Would it be too much for the game to check when the military rating is zero, and instead of saying 'Their military might was 0.' Having something like 'they had no military'?
This is why no publisher should ever mention a release date. Or if they must, make it longer than you need, so that you can suprise everyone by being early.
Well, while we're throwing around starbase ideas that will vanish into nothingness... My idea is that you design starbases like ships, using hull space. Perhaps you'd have a choice between tiny/small/medium/large/huge starbases, with increasing levels of space (more than a ship of the same size), or if you want to keep it simple, just have a single size, perhaps around the same as a large ship. You'd have special modules that could only be added to starbases- mining modules, mi
From what I understand it, there's a time limit between gifts- if you give two too close together, they'll only take into account the first one (or at least not to such a great extent). Still seems a bit steep though.