Fuzzybunnies

Fuzzybunnies

Joined Member # 2573527
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Do 10 guns of the same type that deal 1 damage do the same damage as 1 gun that deals 10 damage? I want to know if the game rolls damage per weapons group(1-10 for the 10 guns, 1-10 for the 1 gun), or for each gun individually(1-1 for the 10 guns, 1-10 for the one gun). I think someone said that they roll per each weapon type... so 10x 1 damage

76 Replies 407,114 Views

I had one game where I got 2 or 3 minor races "discovered" on a previously class 0 world in my last game, but that was the only game in which it happened. I think I was using +50 luck though, that might have something to do with it.

9 Replies 5,514 Views

I always get a feeling that the final sell value that they're willing to part with also hits a limit of a certain % of their max bank account. I've had some turns where I offered something for sale and rejected it, then gone back a couple turns later when they had more money and been able to get a bit more for it. Anyway, as with some of the other folks, I've found that they're MUCH more willing to trade tech for tech rather than cash. Usually I'll make multiple small trades with a sin

10 Replies 3,809 Views

The problem I have is that I always just keep re-upgrading the same ship so by the end, my "Invader" troop ship has top end engines and components which means in my next game I need to recreate it with low end components to again upgrade as I go. I've thought about doing the blank template thing, but TBH I guess I don't really care that much about how it looks.

8 Replies 4,888 Views

Actually, you might have made the same mistake I did the first game or two... if you don't adjust the proportion sliders (military/social/research) then in times when you're not producing military or social projects, all those production points convert to cash, giving a false source of income. Try turning your military slider to 0 and your social slider to 0 when you're done all your building and see if you still have money problems (you probably will) then go back and re-look at your

10 Replies 11,364 Views

I've found it a lot more useful to use multiple smaller transports than one huge one. Some people call it an exploit, but I think its pretty reasonable... send in the first transport or two using mass drivers to kill as many people as possible (but if you lose, the planet doesn't take a hit) then attack using a more lenient strategy for the last wave once they're down to 1000 or 2000 soldiers. I took out a 30k pop Yor world with 3x 1500 troop transports that way while being really behi

15 Replies 23,254 Views

I've found it a lot more useful to use multiple smaller transports than one huge one. Some people call it an exploit, but I think its pretty reasonable... send in the first transport or two using mass drivers to kill as many people as possible (but if you lose, the planet doesn't take a hit) then attack using a more lenient strategy for the last wave once they're down to 1000 or 2000 soldiers. I took out a 30k pop Yor world with 3x 1500 troop transports that way while being really behi

15 Replies 23,254 Views

Speaking of the speed boosts... if you have overlapping starbases do you get stacked speed boosts? IE I've always thought about trying to build a really dense 'highway' of starbases down the middle of the map... dunno how useful that would really be tho.

13 Replies 56,461 Views

I meant the 2 branches of upgrades. One ends in Galactic Forum, the other ends in um... cultural assimilation or whatever that gives +100 culture. Anyway, weird, they must have had a ton of culture then or they hit some sort of limit. I had one starbase at +355 and they were up to 3.7ish, then built a 2nd starbase up to +200ish and I don't think my influence changed from 3.7...

15 Replies 29,662 Views

Another question... do multiple nearby influence bases actually do anything? I had one starbase (with maxed out non political modules) that pushed the planet to 3.78 or something, so started a 2nd base right next to it (also with maxed out non-political modules)and I don't think my influence increased at all. BUT.. when I went and added all the political modules to the first starbase, I saw my influence increase again. Does the 2nd nearby starbase not do anything? O

15 Replies 29,662 Views

Its the same deal as posted earlier and confirmed by Kryo though... If you have 15 ships shooting 1 doom ray each, you won't do the same damage as one ship with 15 doom rays because the target's armor can absorb part of every individual shot.. in other words, the target's armor also aborbs 15x more damage from the cumulative attack of the tiny ships.

22 Replies 33,973 Views

Amazing... American expert historians and astrophysicists write like they're 12 years old! Who knew?

41 Replies 44,137 Views

Anyone know what the restrictions are for cultural flips? I dropped a maxed out culture base next to a minor race homeworld and that thing just wouldn't flip. Can you not capture the last world of any civ this way? I assume no... or maybe minor civs just don't flip. Also, is there any way to deploy spies in minor civs? The foreign advisor tells me to send more spies to them, but I don't see the slider anywhere.

15 Replies 29,662 Views

1. How would you handle bonus tiles then? Would you want the computer to just build your improvements willy-nilly in the next available tile? 2. You can click (I forget, right or left) on the individual ship built icons on the right to launch them, I believe. 3. I'm wondering about this too... I don't know if its a glitch or its just an interface thing. If my planets are building a ship that takes 10 turns to build, then I upgrade the design and it takes 13 turns to build, th

6 Replies 4,177 Views

Not so from my experience. I build modestly armed and armored ships, usually carrying all three weapon types as well as being defended against all weapon types. My planets start cranking out these behemoths at a rate of one or two turns per ship. By the time my neighbors know what's happening my invasion forces are sitting down to a nice cup of joe amongst the smoldering d

22 Replies 33,973 Views

The extra space required for larger hulls is for the wiring... yea... the wiring. Huge spools of it. Its like working inside a ball of yarn when you put 10 doom rays on a huge hull.

22 Replies 33,973 Views

Depends how you think of it. Star Wars or Battlestar Galactica style involves people sitting in turrets or dogfighting with fixed direction weaponry. In this case, a small fighter is definitely more agile than a big capital ship. If you think of targetting as all being done by the computer and every weapon as a 360 degree turret, then no, smaller ships shouldn't get much of a bonus (if at all).

22 Replies 33,973 Views

Dread lords use defences now (in 1.2? I dunno, I bought it after 1.2 came out). Its luck of the draw though. They usually specialize in one defence, but it goes up really fast. If you're unlucky and they pick your weapon type, you're screwed. I usually have to restart the scenario because by then they start spamming carriers.

11 Replies 62,493 Views

Please get a clue what you're talk about. This was NOT a bug, but a perfomance issue. Low end machines couldn't handle the increased sensor range, like I said. As such, there is no way to fix it. The cap will probably stay. Sure they can fix it.. Stardock can send anyone with low minimum specs a new computer. There, problem solved. Is there enoug

18 Replies 20,408 Views

Cikomyr Some of what you talked about was also in MoO2 Somewhere in the universe was an ancient ruined precursor planet guarded by The Guardian. Generally, just approaching the system gets you attacked and destroyed, but eventually you get strong enough that you can kill the Guardian. If you do, you get a free "rescued" ship some unique top tier techs and really nice planet.

22 Replies 20,676 Views

I almost always play the campaign first... mainly just for the story. So sue me, I'm an RP'r at heart. In GC2's case though, I think the branching scenario thing is basically a waste. People who always finish a campaign will keep reloading until they win the scenario, people that prefer sandbox will skip the campaign altogether. The only reason I can think of to use a branching scenario campaign is if theres an ironman mode where you can't save the game and must play through to get a "

22 Replies 20,676 Views

Hrmm you're right, Quixen, guess I should have done a definition search first. I still think of a starbase as a SOURCE of supplies/maintenance/equipment for a fleet rather than something that needs to be frequently supplied with materials though. A starbase could have year(s) worth of supplies at a time stored vs the more limited capacity of a starship.

14 Replies 21,229 Views