The last RTS games I actually enjoyed were Dune and Dune II which were the only RTS games that the mechanics of building up your forces were not contrived and counter-intuitive. Everything since then seemed to me just to be bad knock offs of those originals. Scincerely, [email protected]
Scintor
I am an avid player and have been since Ultima on the Apple II, but I never play multiplayer. Every time I tried I ran into player after player who played the exploits instead of the game. I've had many games that had multiplayer options and have never been interested in ever playing them. I have been pretty busy with what little spare time I have had for gaming beta testing TA. I have heard great things about Sins of a Solar Empire, and I am likely to try it even though it has two of m
[quote]I'm pretty sure this one is a graphics problem b/c I've seen culture flips on processing the first turn after a reload. I've both lost and gained worlds that way.[/quote] Actually, there is a difference. When your cultural influence excedes 4.0 times it's own culture, it does not automatically gain the skull and crossbones. There is a percentage chance that it does. Once it does, there is a percentage chance that it will flip. I have had planets flip on the first turn, but t
[quote]AFAIK, that's not a bug so much as the result of compromise between save file size and re-load speed. The game would either have to store a large array of coordinate data or take the time to do the calculations as part of a re-load.[/quote] I can't agree. The calculations are just off the first time for some reason. The influence is not saved, it is calculated. Every time it is calculated, it comes up the same, except for the first turn of a new game and upon reload. I know it on
I have been noticing a related issue. I would love to have random races wit the option not to have both a race and a modification of the race at the same time or at least not have to compete with the race you just modified from. Scincerely, Scintor
I don't know if there is another thread like this but I was posting on another thread and ran across a bug that thas been there since the beginning as far as I can tell. I have never mentioned on this forum because I am so used to it that i had forgotten about it. I was wanting to start a thread where we can talk about such bugs as we run across them and give the devs a list of issues that we have run across so often that we have gotten used to them. The particular legacy bug
There has always been an influence bug on restart. The influence levels are not recalculated until someone does something that changes the influence level and then everyone's influence is recalculated. If you will notice the next time you strart a new game, your empire has NO influence until turn 2. This is a legacy bug that has been around since DL. It is really a problem for people like me who play in the larger galaxies and persue an economic and influence victory strategy. Games lik
On largee maps I win so easily and consistantly with influence victories that I turn influence victories off because they end the gane too soon. Scincerely, [email protected]
Maximize your economy and influence instead of your starfleet and you just might win consistantly like I and other empire builders do. Scincerely, Scintor
I still stand by my comment and I will expand on it a bit. Iztoc is right, you cannot make enough money from a trade route to justify the cost of a freighter. Building freighters is only good as a diplomatic tool, not a economic one. Strangely enough, the only way to make money consistantly from trade technologies is to sell it to everyone else and let them spend their rescources on building the freighters. It's counter intuitive, but it works! You make money from selling the
I actually have a building cue and prefer to make generic worlds. I like long empire building games and often turn off most victory conditions in order to prolong the game. My building cue goes as follows: Factory Starport Economic 2nd Factory Research Morale 3rd Factory Influence Food 4th Factory 2nd Economic 2nd Influence 2nd Research 3rd Economic 3rd Influence 3rd Research 4th Economic 4th Influence 4th Resea
I have made it a habit to sell the basic military techs to all the races. This includes everything up to all weapon and defense theory techs. If you gave everyone this, it seems to deal with the early surrender syndrome that you are encountering. (It also gives me a early economic boost to boot, but that is just a nice side effect.) Scincerely, [email protected]
Trade in this game is really wierd and is maximised for playing on timy maps with few opponents. The only thing I have been able to figure out to get good income consistantly is to sell trade technologies to all your opponents and then let them establish the trade routes. Scincerely, [email protected]
Don't forget to sent your colony ship back to your homeworld to maximise your number of colonist. I will even use colony ships to transfer populations until eveyone has at least 2 billion. remember that tax levels do not come from total population, but come from population on each planet individually. I don't know what the exact numbers for the sweet spot of where the population starts to make you money and where higher population stopps doing any good is, but that is the key. Scincerel
I've had this event before. The good news is that this mega event happens to all players not just you and human players can adapt to it much better than the AIs can. Basically this Mega-event usually happens when the human player has stockpiled a large number of spies. The bad news is that if you are playing in any of the larger galaxies, you are basically stuck with it. The effect is to make all planets in the galaxt one PQ smaller. If you use your spies to free important tiles (like b
That usually means that you have a ship with movement points that were only partially used. Hit your tab key and it will take you to the ship or ships that have moves left and when you tell them what to do, the turn will finish processing. Scincerely, [email protected]
Hi there again. I am still having the cookie problem on AOL explorer. By the cookie problem I mean that the site no longer tracks which posts I visit or revisit. Before the upgrade, a post that I had already read woulde be dimmed out unless there had been a new entry since I read it. Also, if I revisited a post with a new entry, it would take me to that entry. Currently, it does none of that. All posts look the same reguardless of whether I have visited them and when revisiting a pos
Well, The reply box is now full sized for me, but it still seems that the cookie system is not working yet. I am running AOL explorer on windows XP. edit Editing was also not working, But it seems to be fine now. Thanks a lot (but I still want a cookie ;) Scincerely, [email protected]
AOL Expolrer tiny reply box and not tracking posts i've visited. Would go into more detail, bot that box is too small ;) Scincerely, [email protected]
If you want to make really good money, them you need to learn the ways of technology trading. But be careful, you may be branded a heritic! Scincerely, [email protected]
I have been reading a number of cost benifit analysis of establishing a trade route verses the income it generates. I was pondering this when it hit me! There is a guaranteed way to make income from the trade technologies with no capital investment other than research costs (or trading cost). Sell it to all of the other Civs! Some of you will immediately dismiss this as an exploit, but it actually works out quite well. First you get cash or other valuable assets in return for t
I have been reading a number of cost benifit analysis of establishing a trade route verses the income it generates. I was pondering this when it hit me! There is a guaranteed way to make income from the trade technologies with no capital investment other than research costs (or trading cost). Sell it to all of the other Civs! Some of you will immediately dismiss this as an exploit, but it actually works out quite well. First you get cash or other valuable assets in return for t
Ive heard this discussion in many games. If you make an economy strong enough to make a fleet of Dreadnaughts, why bother with frigates? In real life, there is little advantage in taking an equal weight of smaller ships against a few larger ones in a direct engagement. With few execptions, the smaller ships get their heads handed to them with little return damage to the capitol ships. If the only role of the navy was grand fleet engagements, no modern navy would ever have bothered with
[quote]Minors don't colonize? Not so... have seen it several times in the 4c mod.[/quote] As the game currently stands, Minors only colonize when another race trades them a colony ship or a whole colony. It doesn't happen very often, but every once in a while a computer AI will trade for one of these. Scincerely, [email protected]
I am still in favor of a right click with a confirmation box ability to move things between the current and obsolete list and back. It would save me so much micro-management time. Scincerely, [email protected]