Oh dear, yet another of the ADHD addled "klikliklikliklikliklik WINNAR!" types. U hav 2 think wit dis gaem. There, you should be able to understand that. As for multiplayer, that's been covered.
JanuHull
Heh, not to worry. In this day and age, you can't post anything informative without drawing the attention of some loser who's greatest skill obtained in his formative years was the ability to lick his own balls clean without straining his neck.
I've tried a few games with a mix of hull designs from small to large, and found that a nice spread of different hull sizes will do quite a bit of damage, no matter who gets iced first. Typically, though, a 6-8 weapon dreadnought will wtfpwn much better than a small group of 2 or 3 weapon corvette/destroyers.
The shipyard itself is a serious culprit in the memory use problem. Even in the early game, you can hear my computer struggling with it. I've got a Pentium IV 2.93GHz, 2.25GB PC3200 RAM, a 4GB pagefile and a 512MB ATI Radeon X1300 PCI-E graphics card. It doesn't make the game unplayable, but it does set a definitely limit on how long you can play it depending on how deep into the game you are. It becomes an even greater problem when you cap a decent sized mod on top of it.
And I thought I was the only one who still had this gem on his computer waiting to be finsihed Took me several months to get it right, and to do all the subquests, but damned if I didn't conquer that mountain. Never did Tales of the Sword Coast, but I ate up BG2 and ToB like crazy. I did the Space Rangers Demo. Looks interesting. Dec
One morale per farm at the high end. One low level morale structure will not offset the moral drop from a low level farm.
Exactly, what he said.
They're expensive, but they do the job rather well for me. Being as small as they are, I can cram on the appropriate countermeasures up the wazoo and slice them apart pretty easily.
I'll buy that, but then why lasers and missiles or railguns? Same for the Drengin, its extremely odd to see them in beams from the outset, if ever.
Alright, I can buy having the campaign limit techs based on developing parameters, but would someone please explain to me what you were lacing your weed with when it was decided to restrict weapons to beams and defenses to armor? Really, thats just... retarded... Its like giving me a bulletproof vest when my enemy only aims for my head.
Yeah, been seeing this as well. Declarations of war get announced, but not surrenders.
Interesting idea, though its something a real astronomy geek might actually giggle about a little bit. See, the colors in a Hubble picture that gets published aren't true colors that you'd see were you actually looking at the gas cloud, planet or whatever. Hubble pictures are black and white images that are colorized through different filters to bring out certain levels of detail that might not be immediately obvious in a real color picture. In some cases, the images are totally false color
Bob, please stop abusing my eyeballs and my language. "Are" and "You" require two additional flicks of the fingers apiece, I think this is not asking much. Secondly, to each their own. I've won games without starbases, and I've won games a lot more easily with them. I personally don't bother with military bases myself, sticking mostly to diplomacy and trade until my Dreadnoughts are up and running. I am a firm believer in the Economy starbase as a means of getting marginal
I skipped morale structures altogether in my first 1.4 game. Stayed with economy and within the new 6 billion cap, had no problem running 85%+ approval and a 100% financed economy with 50% locked in research and the other 50% floating as needed between social and military and still raking in a couple hundred bc per turn up to the 20k ceiling, and even a bit beyond. In my second game, I'm giving them a try with a few planets, one farm and one morale structure each, just to see how the
Shoot, morons, they blew the cover on the burlesque house... Hope they don't find the bro..nevermind, ignore that player behind the curtain. By the way, other races building starbases in your territory are likely going to be economy bases to enhance their trade routes. Interestingly, I've seen them do this quite a bit if they've got more than a couple lines heading to your home
There is a notable improvement, even with only one or two bases. I don't usually go to the extreme of 16 starbases on one planet, but its not unusual to put 2-3 overlapping around my homeworld and the core worlds of my empire, and even then, it IS nearly a doubling effect. The best place for them, in my opinion, if you're just upgrading the trade lines, is at the furthest point you can put them in your empire along the path of travel. The further a freighter is from the planet in your empir
Heartfelt thanks for the autoattack fixes. Those were makin' me crazy.
Lotsa speed, not too much range, heavy point defense, and LOTS of beam weapons. Aliens have a major jones for missiles because their power levels are higher much earlier in the game.
Auto-attack behaves rather erratically. Sometimes the ships will fail to see enemies three squares away, sometimes it will attack any ship belonging to a race less than Neutral in relations to you, whether you're at war or not. And only in the Star Trek Mod have I see the Auto-attack AI actually attack ships in orbit around a planet (I actually shed tears of joy)
Economy starbases are a nice edge to have. Influence starbases are only worth it if you can get the Influence bonus over 100%. With the cultural conquest modules alone, you can push it to 255 at max. Its not easy to predict how long it will take a planet to flip, they've made the Influence system a lot more behind the scenes than it was in GC1 when you could check influence rating by sector, but you can typically be assured a planet will flip within 10-20 turns of being put into cri
As for borders its kind of hard to put an area that people cant cross in something as infinite as space, although if the comp can say for us to remove our forces or starbases then we should be given the same option. Continguous zones of influence. Better put, you get within X parsecs of one of my planets, you're in my space. Sorta li
The CIA, Section 31, Nightwatch, Obsidian Order, Tal Shiar. All the really good scifi series have a badass intel group or two that does things that make the nice guys squeamish. I read it best in a Star Wars novel about the New Republic's commando intelligence service. "The New Republic needs vibroblades in back alleys as much as they need lightsabers on the battlefield."
Be warned on sentry, it will respond to freigters running trade routes, even in their reduced background mode. Position accordingly, if you don't want to continually have to reset the sentry mode.
Sentry and guard are variations on a theme. Sentry will put a ship on hold until another ship belonging to another race flies within sensor range. Guard will do the same, but will only respond to hostiles. Autosurvey will send any ship with a survey module off to hunt down anomalies. Autoexplore will send a ship to the nearest unknown area, and will generally explore the entire map in the most inefficient manner possible until its entirely revealed. Construct will l
That's really not a bad idea, except instead of preventing someone from crossing, just make anything that carries a weapon subject to a non-consequential attack for breaching the border. Include troop modules as a weapon, which leaves constructors, freighters and colony ships in the clear. Take your badass battleship into someone else's territory while you're not allied, then they get a free shot at popping you off without a war declaration. A "neutral zone violation" of sorts. <