This'll probably get lost in the shuffle, but the new patch is amazing! The rates were a crawl with lots of ships on screen before the update. Now everything is fast and the game is actually playable, even with tons of stuff going on. Kudos to the team, thanks all!
d34l10
Sweet, things are working much much better. I'm doing fine even when I'm losing some money per turn to get the population up, but I realized that the biggest problem I was having was that I kept on buying everying and burning the cushion money I had to start with into the hole. Letting these things build is working a heck of a lot better!
Noob question. I'm starting the game off, I'm buying all the buildings instead of waiting and all that jazz. At the beginning, I keep getting strapped for cash, and the only way I can seem to make it is by having 3 entertainment centers per world. I end up jacking my taxes up to 80% and it's just seeming a little stupid to me. Is there a better way to start off, be making at least a little money, and be able to aggressively colonize? What are your buil
Does anybody know how the actual math of the thing is done? Marcathonas, I've only been massing single types and haven't been playing for a long time, which was why I was asking. But the single on single or single on double has the math for the "rolls" clearly written out in the manual, with all the square root stuff and whatnot. So yeah, does anybody know how the compy actually computes the rolls for these mixes?
Okay, so say you have two ships face off. The attacker is fitted with two different weapon types, and the defender is equipped with defenses that only protects against one of them, how is the attack calculated? Or even beyond that, what if the defender and attacker are both equipped with two different weapon and defense types? I know that usually fitting a ship with two different weapon systems doesn't happen, but it's something that I've be