I think, Nats, that you need a higher difficulty. I never have problems finding excitement. Between my love/hate relationship with the Iconians and constant warring with the Snathi (or Dread Lords, if playing campaign), I'm pretty much never bored. For planets, pick a quick strategy for development and stick with it. I tend to be heavy on the entertainment, since I find happy citizens are productive citizens. Plus, I'm always colonizing and searching for new planets to colonize. Once in a great
Amensotep
Well, what makes me wonder is why are the Ori using plasma lances and everyone else still using rail guns and what looks like a laser variation? You would think the Gua'uld, Ancients, Asgard, or even humans would at least attempt a plasma weapon by now. So, yeah, heros royally screwed. Oh, and no, I don't think Mitchel is trying to emulate O'Neal. Any of you ever watch Farscape? He acted exactly the same way in it, and even became just as dark and moody. And, besides, he do
A cyberpunk-style game. Preferably, RPG. Single player, of course. Maybe with the ability to create your own campaigns, or simply set parameters and let the computer generate them for you. Definite multi-disker, but it would make an RPG with excellent replayability.
Typically, the Terrans in my games. In fact, all of my ship designs are Terran. I'm thinking about giving another race a try.
Meh. I like to try to go for a technological victory. My main problem is I can never get a technological victory. I usually end up getting one of the other types long before that. Typically, when it comes time to design ships, I set the game on Cakewalk and use that for ship testing. I have to wait for pirates to start showing up, but that gives me plenty of time to design and build a variety of ships for testing purposes. The ones that prove useful are the ones I keep for my actual g
Meh. I spent one game doing more fighting against in-game pirates and escaped criminals than I did against the people I was trying to conquer. But, still, I like these ideas.
Actually, space isn't infinite. The universe itself has an observable rate of expansion and borders. Space is actually quite finite. That said, you can manage to close off a border and maintain it. You use a combination of heavily-armed starbases, ships on patrol, etc. Basically, like you would in naval warfare, only you have three dimensions to watch instead of two. Combined with excellent sensors, you'll know of any ship making a run for your border before it even crosses. <br/
Actually, carriers would be quite useful. But, are we talking fighter carriers or fleet carriers? If you go with space combat, those would be two separate times. And, realistically, there's no reason why you wouldn't use them. A small fighter can do precision strikes against capital ships and manage to disable important systems. Want an example? Try StarGate: Atlantis sometime, specifically where an Earth fighter takes out the FTL drive of a Wraith hiveship. Fleet carriers would also
Yep! It's easy to scorach a planet if you have the right equipement. Hurray! Who said anything about scorching a planet? Today, we have precision-strike nuclear weapons. Add on a few hundred years of development, and we can probably have shape-charge fusion mines and precision-strike plasma lances. You can, with the right equipment and some peo
Sounds like a system memory issue. Then again, it could also just be the number of ships in areas you can observe. Need more information.
I've managed troop transports with 70 for speed before. They can't take a hit, but they're going so fast they don't have to. There might be a way... If you can eliminate the higher engines entirely.
Actually, I was thinking the next step up in engines should be jump engines. They'd take up a huge amount of space, but you can use them to literally bypass small regions of space. Either that or them allow Stargates to be built on Insane-sized maps. In any case, I love the idea. Hopefully, a map so huge you have to zoom in to get starter territories being larger than dots.
My personal list of useless elements: - Secret Police Center (too small morale boost - tested even on v.high population planets and it was still worse than normal morale booster buildings) Meh. That's why I build it on planets that only need a small boost. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-B
Now, onto carriers. One thing that could also add some more strategy would be a carrier module. This large, extremely expensive module would make a ship act as a "home away from home" for your fleets, by extending range and conducting fast repairs. The range should not be like a starbase, but more like a one tile radius that is increased by one tile per level of life suppo
This post has reminded me of a thing that I don't like in Galciv2 (BTW great game), which is the fact that it's much easier to capture a planet than to defend it. You can easily turn your whole population into soldiers without any training costs (in time or money) and boost them using various invasion tactics. Poor defenders don't have much choice - they die in billions. I
1) It also includes minor races and nonplayer races that you have met. That's how you can be first in one tab but actually be seventh overall in the game. 2) It also can mean the game is over. But, mostly, it just means what the previous answer said.
Not really. The words with extra vowels are not the originals. The originals we mostly can't pronounce. Besides, if you want to go there, we should still be using "thee", "thou", and "thy."
Um, that was a joke... And it's one annoying thing that, now that I think about it, I'd like to see gone. If you attack them, it should give you a little pop-up screen asking if you really want to, then automatically break the alliance.
My prefered method is with troop transports assaulting their homeworlds. Typically, after the first one, the rest are not quite as quick to make an alliance.
I know some of these have been mentioned before... 1) Planetary Bombardment. I don't want every planet I invade. Often, I'm just invading to kill the people who live there. 2) Space Mines. Preferably, a wide variety of them. Maybe even an entire tech tree branch devoted to them. 3) Interdictors. Set up nice, lovely, anti-warp traps and stop fleet movement in some areas. 4) Carriers. This can actually work out if you use a similar tactic to StarCraft. A
Please excuse the double post. I'm asking here in case this is a known issue.
My problem: Textures for starts and planets take up too much space, no matter the true size. Suffered a complete game failure during one point. ------ Debug Message: Version v1.0X.2 last updated on: Tue Mar 7 15:02:59 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 7/7/2006, 01:54:07 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: US-0F281E3D2EA3 Operati
Actually, they're relatively easy to find when you know where to look: http://www.nvidia.com/content/drivers/drivers.asp After that, just click the appropriate selections. For my MX 4000, it would be Graphics Drivers > GeForce and TNT 2 > Windows XP/2000
Meh. Update drivers, and look into a new graphics card. The GeForce 4 series isn't truly intended for DirectX 9. Welcome to my pain.
Great... Looks like a new graphics card is on the list for a future date. In the meantime, I'll deal. I've managed to run DirectX 9 on it so far without problems. Thanks for the help.