If you don't like the 'free' speed that is dished out to ships, it's possible to mod it out. I've tried something along thse lines and it does make things interesting. Obviously it's not for everyone though Interesting. And how did the AI deal with it? Were they smart enough to build ships with engines or did they end up with t
Belanos
The fact is, everyone has hyperdive capability from the start. The opening screen of every games states: ... Earth creatures have shared the schematic for a useful Hyperdrive engine... But only with the major races. If you encounter a minor race early in the game, quite often they don't yet have the technology. I've traded it to them on many occasions, I can usually get Galatic Warfare for it. So logically they shouldn't be able
...then I conquer them with influence. Is that even possible? I've had minor races well within my borders for the longest time, and none of them have ever flipped to me. I've even added Influence bases around their planets, but they didn't seem to have any effect at all.
Think of other stuff you can do with them, maybe just a fast sensor ship you can fleet with stronger ships so now you've got cheap and disposible sensors without taking up that space on your main combat ships. Hmm...that's a good idea. I think I might have to try that one myself I've tried that myself actually. It's an
It was scrapped in the final release. It was taking too much time and energy to get it working right so they put it on the shelf. It might show up in a later patch, but it will probably be awhile, if that ever happens at all.
I could see not having any logistical loss; but to keep it more realistic the carrier holding the tiny ships would have to loose some of it's distance; because the added mass would take more to get it going and to slow it down at the other end. That's just getting way too nit-picky for the game. Besides, a fighter bay would be mostly empty space. You'd need a fair amount of room for a tiny ship to take off and land. If it wasn't there, that area would b
Catalyst 6.7 should be far enough. Don't use 6.9, I had problems with that release while playing Civilization. They went away when I rolled back to 6.7.
No, you can't do that with ships apparently, the game isn't designed for that. I cames across another post asking the same question, and that was Kryo's answer.
Why on Earth would this bother you? The minors never really do much of anything so it isn't like they are a threat to you in some way, now is it? Because it defies the logic of the game. Races aren't supposed to be capable of interstellar travel without hyperdrive. And it bugs me when they beat me to a nearby resource.
Minor races appear to be higher in tech almost immediatly They always start out lower than me, but they can advance rapidly. Which is understandable considering that they only have the on planet to pay for, freeing up more of their taxes for research. If you leave minor races alone for any period of time it will come back to haunt you No, not really. They just usually sit there. Though in time they
In Dread Lords, their logistics number was 1. No they weren't. Maybe early on before any patches, but they've always been 2 as long as I've been playing the game.
I build ships without engines all the time, and not just orbiters. So does the AI. What gets me is that the minor races are able to build these scout ships and constructors even before they have Hyperdrive technology. I can suspend my disbelief enough to imagine that each new ship I build already comes with at least 1 Hyperdrive, but I can't manage it with those races that don't even have the technology yet. They really shouldn't be able to go
I use them strictly for scouting, I can't see any purpose for them otherwise. It's kind of a shame really, it would be nice to have a need for a mixed fleet in the game. Maybe they should have a fighter bay on large/huge hulls that allow you to take along a certain number of tiny ships with no additional logistics costs.
What race uses the alien skull and crossbones? The pirates!? Good guess, though I suppose it is rather obvious.
Do I need to install each patch one at a time or will simply installing the last 1.4 patch do the trick. There's actually a 1.5 patch available for Dread Lords. It's not listed on the website, you have to go through Stardock Central.
It isn't actually intended to be used to replace the core ships (and it really isn't--the only part of it that lets you do that is defining a new prefix). The purpose is for assigning templates to the various types of ships the AIs design, so they use them appropriately. That is why it is only available when customizing an opponent. It seems to me though that when playing with a custom race, that ability should be enbled at least. Perhaps have a sp
I wouldn't have to if you'd read things correctly in the first place. I'm reading things just fine. In fact it seems to me that it's you who is missing things.
What about the capitals bonus does it apply to bonus research/manufacturing from bonus tiles? I would presume so, though I'm not positve. My understanding is that the capitals give a percentage bonus to all the activity that they have an effect over. This would include output from bonus tiles.
Again, read the OP. So what's your point? The implication in that statement from the manual implies that with no production, the people who were working effectively disappear from the game. It just confirms what I said about no division. And where did I suggest anything? Don't you guys read before replying?! "Skilled workers going back and forth between the private and public sectors" <
You can't choose the party of your opponents for the basic races. The AI will make its own decision on what party it wants when it starts to load the game. You can now, as of the last patch. The AI will always use whatever government party has been saved with the customrace.xml file.
can you steal enemies tech? can you sabotage their production? can you destroy improvments on an enemy planet? I thought I read these things would be incorperated into the expansion. Yes, yes and no. At least I haven't had the option of actually destroying anything yet, just disabling for awhile. Until my agent gets nullified. And there's a few things you can't disable, like Starports.
Espionage only really exsists to look at planets, That's not true at all. I like using espionage to judge how near a planet I'm trying to flip is to joining my empire. There's also a number of stats that don't appear without a high level of espionage. Plus you can't steal techs if you're not using spies.
I believe it is correct to do the latter. That's right. Capitals get no effect from the special tiles, only the basic buildings do.
But as other posters have said, if you blow your initial funds you'll be bankrupt in no time. I always blow my intial funds right away, building colony ships and scouts. I also rush build a Market on my Home planet, and a Starport on any other planet I colonize. And I rarely have a problem having enough cash to build one either. Occasionaly it happens if I've been rushed to take a planet before the AI does, but I'm normally always able to construct a Sta
If your lucky! i have tried turning gov spending down to zero and still been loosing money!! and no i had not even used credit contractors. I do this every single game. Like I said, I never lose money and the most I've ever had to turn down my production slider to was about 30%. But it doesn't stay there very long. Once my new colonies start building some population I can put it back up. It usually takes me awhile to get it up to 100%, but it c