It seems I can't even enable it anymore in 1.1, it goes right back off. At least in 1.0X it showed 'Auto Retreat' under the ship on the map. Didn't do anything else either though.
chriskrusz
Just like the title says, if you compose a message to the address provided by SmartException, with the subject provided by SmartException, and attach the file created by SmartException, you get a mail in response which says it has been marked as spam by the Stardock! Hi, Thank you for your email. Your email has been filtered and has -NOT- b
Can someone tell me what the auto-retreat option on ships actually does? I never noticed any effect, there is not a word about it in the manual, and there is nothing about what it does in the forums either.
It's possible that in some countries you will actually be liable for not supporting this.
While you're at it, add an assimilation beam. You fire it at the enemy ship, and soak up (part of) their weapons, defenses, hit points, engines, and other systems, so they are now on your ship not theirs. After a while, there won't be a thing that could stop this ship. Back to the point, yes, RTS tends to have the possibility to take over enemy units. Space RTS have it too. Star Trek Armada II has it, but of course, in star trek you have transporters. So if you manage to knock out the
Thanks! Perhaps this should be in the manual? Or is it there and I just didn't read that part?
By the way, I don't think you spend anything extra on upgrading, other than the cost difference between the two buildings, which is 50 (shields?) for each next tech building. Doesn't matter if you build academies, matrices, spheres, and NLC, or build the NLC right away. At least that's my understanding of how this works.
If you actually set the 'upgrade target' of the NLC to Discovery Sphere (in the XML file), it nicely upgrades all tech buildings to NLC's when you research the NLC tech. The NLC can be researched after you have Research Academies, which may actually cause some problems when you make it an auto-upgrade: You can no longer build the research academy, but the NLC costs 300 to build (more than a discovery sphere, which is 250), and the academy is just 150. So if you align with neutral early in the ga
How about the cloaking of a ship or fleet can only last for X turns, while simultaneously limiting the speed to 1pc/week? Or at least, decloaking would use up all your remaining movement points. So you can sneak up to a planet or other target, but cannot attack it right away, without showing yourself to your enemy. I suppose this would be more useful against human players, who tend to concentrate defenses around border worlds, as opposed to the AI which puts armed ships everywhere. So against th
You've got it all wrong! The spy slips copies of GC2 to the scientists, who then waste all their time playing it, instead of researching new techs!
Since Neutrality Learning Centers produce more research than Discovery Spheres, why aren't any research buildings ever automatically updated and obsoleted? Now I have to go to each and every planet, and start the upgrade manually. You can also still build the lesser research building. Why waste time on building a different building, when you can build an NLC?
The manual does not say anything about how it handles the case where the attacker has two or three different weapon types, and the defender has defenses against one of these types. Are all the different weapon types added up into a single large shot? Or is each weapon type calculated against the appropriate defenses? Say a ship with 2 missiles and 2 beams fires on a ship with 2 beam defense. How is the damage then calculated? Beam fires against the 2 beam defense, missile a
The game occasionally crashes when I push the Turn button. This tends to happen after playing for a while. debug.err: Debug Message: Version v1.1 last updated on: Mon Apr 24 19:03:49 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/3/2006, 03:37:41 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: COMPUTERTJE Operating System: Windows XP Professional
I just noticed an annoying issue, if you turn on the 'only show full battle if both sides are fleets' option, and you send a single ship against a single opponent, it will show the full battle. If you send a fleet against a single ship it does work as it should. It's quite annoying trying to kill all of an enemy's orbiting ships by splitting up the fleet, only to be slowed down by the whole full battle thing.
The Barbie Aliens would make for a great Evil race!
I would throw out the current combat system altogether, and implement a non-turn-based system. The weapons would get different ranges, and obviously longer range weapons with the same power would take up more space. Also, different weapons will have different reload times. Different hull sizes would get very different speeds, and faster engines would get improved speeds as well. So as soon as a ship comes within firing range of another ship, it can fire at it. In addition, before the
It's still wrong though. If someone has lots and lots of weak ships they're no match for a single powerful ship. Say one side has a 100hp ship, speed 1, with 10 attack, no defense. The other side has 10 ships with 10hp, 1 speed, 1 attack, no defense. Game formula says both are 20, your formula says both are 60. In your simplified battle scenario, the fleet of smaller ships will never ever win (they're all dead after dealing 55 damage to the large ship). If you tr
Actually, sometimes the game wants you to do stuff with some of your ships before it actually continues on to the next turn. Once you finish doing the stuff, it suddenly jumps to the next turn.
You don't buy the game, you buy a license to use (play) the game. You don't own the game. The license is non-transferable. That being said, of course it is unfair, but unfortunately that is how the software industry tends to work. I have good hope that this will change in the future, since games, and in fact any shrink-wrapped software is a commodity, and it should be possible to trade it like any other commodity. Then again, you can sell your non-transferable non-refundabl
The problem with building modules locally instead of with constructors is that it would then take a lot of turns to get a fully equipped starbase. Currently you can set 7 planets to churn out constructors and send them to the same base, and build it quickly. Or, you can build a lot of constructors, then send them all at once to build a fully armed military base right in the middle of enemy territory. Can't do that when building on the starbase itself. In addition, if you have a base i
Perhaps to terraform a class 0 planet you would need a special ship module, which would cost some completely ludicrous amount, after which you would only end up with a class 1 planet. In addition, the terraforming tech should enable you to slowly improve planet quality of all planets, quicker on the smaller planets, and slower on the larger planets. Perhaps outside the normal construction process, simply give each planet a new terraformable square after X turns, where X could be some small amoun
The research graph tells you how much everybody is currently spending on research, not how much tech they have. For that, use the stats, you can compare your stats with the top players there. If your bar is higher than the top player, you're doing good. In the report window, there is also a mention of some of the techs the other races has.
I have seen a minor race become the dominant race in a galaxy. They had four or five planets besides their own (and there were not that many habitable planets in the galaxy, the largest galaxy size, with habitable, planets and stars all set to 'rare'), and seriously kicked the other race's asses. Luckily I was friends with them. Until I built a huge invasion force and invaded all their planets in one swoop. (This was in 1.0X, before the AI got alarmed by dreadnaught fleets and 12000 troops right
I would like to report the following bug, present in both 1.0X and 1.1: When you use the governor to change all planets currently not building any ships ('Nothing') to build some ship or other, all the planets which were previously not building anything still have the starport icon in orange ('Starport idle'), until they finish building a ship, at which point they get the proper green color (or cyan, in the close-up view).
I just noticed that in 1.1 the area of effect of starbases has been reduced? In at least 1.0X, any tile even partially covered by the zone circle was considered to be inside the influence zone. In 1.1 only the fully covered tiles are affected, not the ones at the border, with the exception of the ones at the center of the border in each direction (which is almost, but not 100%, covered by the circle). If this is a bug, it should be fixed. If this is intentional, it should have been li