ToS Iceman

ToS Iceman

Joined Member # 2629343
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And wouldn't Super Planetformer, who could add one to each level of terraforming, be a terrific Super Ability? Actually, this would be more logical for Super Adapter IMO. Giving colonization techs as a super ability not only sounds fishy, it may also be irrelevant - if there are no such planets nearby, it's basically a wasted SA. It seems to me that the pop caps do reflect the starting PQ, not the current PQ. This is,

34 Replies 20,244 Views

What I'm thinking is that you could use Ally's planets or starbases to increase YOUR range. Essentailly, your allies allow you to use their starports to resupply and push further into the deep. Good idea. But then, and this is only logical, a planet should be required to have a StarPort to extend your range. Would make the StarPorts more valuable. It should also require a StarPort to load and drop population to/from ships, to create trade routes, an

14 Replies 12,184 Views

I agree, but to be honest, they probably haven't got a round TUIT. Besides there are more serious problems they need to deal with first. At this rate, they'll never fix anything... they can't fix the serious problems, and the "not so serious" get postponed indefinitely. I am certainly glad that you feel this way. Well, it's because of opinions like his that this game will never be fixed. <div

42 Replies 22,628 Views

On engines: The cost for the Ion Drive should be increased. It costs less than the HD/HD+, and is smaller too. Doesn't make sense with the rest. The problem is, the size of modules has been decreased because with the engine nerfing the colony ship would be made illegal... this wouldn't help. Drop some life support? The Warp Drive V shouldn't really be Warp Drive but HyperWarp, given its stats. Same cost and speed as HyperWarp, size in line with HyperWarp too. HyperWarp II and I

10 Replies 5,303 Views

5) All home systems have 3 asteroid fields The xml file isn't doing its job, since all systems have pre-defined asteroid field sizes (which range from 1 for the Korath and the Krynn IIRC to 4 for the Terrans). On the subject of asteroids, it's rather strange that since resources are beamed to planets, you can actually redirect asteroids to planets in *other* star systems - rather long distance to be beaming stuff, don't you think? Maybe it shoul

34 Replies 20,244 Views

BTW, I'm not sure if all the sector vs parsec issue is being dealt with correctly in the game. 1 sct = 15 pc, not 10. Checked, and Range is NOT working correctly. The Life Support modules in the ShipYard have their Range displayed as 0.4/0.5/0.7/0.8/0.9 pc. First, it's not pc, it's sct (QA issue really, but one that leads to confusion). Second, it SHOULD be pc, and the corresponding values converted to such - to avoid even more confusion, and so tha

42 Replies 22,628 Views

Heheh. Which is as cheesy as it gets - because the game allows it, not because you're using it, mind you. It is child's play to win with the Korath. Because they're not balanced. Not the stats, not the SA. The difficulty setting does effect me with the weaker races. So the Korath need to be toned down, which is not news. But it hasn't been news since release really. <div class="Articl

42 Replies 22,628 Views

Being unbalanced means that there is more of a challenge to try and win with those abilities/tactics/races. I'm sure you read what I wrote right after that part: The "challenge" argument? Again, wouldn't they be more interesting if they were actually *all* useful? Challenge comes from difficulty levels, not

42 Replies 22,628 Views

However, I think the lack of balance leads to variety. As much variety as if they were balanced. Just not as balanced while some things I enjoy not being of equal value - super abilities for instance. Why? If they were balanced, wouldn't it be more interesting? The "challenge" argument? Again, wouldn't they be

42 Replies 22,628 Views

Like tetleytea, I have played with many combinations and I don't think that any bonus is really indispensible. The point is not really being INdispensable, but quite the opposite, some are just better than others hands down, whatever strategy you choose - so some are actually dispensable. I think you should change your play style to maximize the bonuses you take. Why would I choose Trade or Trade Route

42 Replies 22,628 Views

I'm not making any excuses. I wasn't implying you were. Sorry if it came out that way. The Iconians do get shafted, with their 7 customization pts. They are not able to choose the Speed +2 and PQ +20% bonuses...

42 Replies 22,628 Views

you get basic FTL propulsion free with the hull. Back to nitpicking Take the example of a tiny hull: Space 16, Cost 25. Now consider that a basic HyperDrive has Size 12 and Cost 30. So the hull is actually CHEAPER than the drive, and it ALREADY includes one... not to mention that the drive is almost as big as the free space on the hull! How's that for a

73 Replies 33,932 Views

But it's always good to switch around all your abilities even if it means a more difficult game, just to check out all the different options and different gameplays you can do. That's pretty much the same argument used for SAs and every other unbalanced feature - an excuse really. Abilities aren't supposed to be related to difficulty level, for that you have specific settings. They enhance a particular aspect of the game, and if they don't do that well,

42 Replies 22,628 Views

Because you can?! It's how it works, hence the question. Doesn't make sense, but then again. In unclaimed space, you won't have to fight the influence war, hence your chances to get more space with each starbase are higher, hence you get more tourism money. It's unclaimed money too, so you can get that share *and* an AI's too Bottom line though is, it shouldn't work like it does.

21 Replies 9,731 Views

And one of the races gets a speed bonus built in also, so you can really explore quickly with that combo (Torians?). Actually, only the Pirates! get Speed 10. BTW, I'm not sure if all the sector vs parsec issue is being dealt with correctly in the game. 1 sct = 15 pc, not 10. This may cause confusion in the Range and Speed abilities. I know there are a few QA issues with it, mainly incorrect UI displays, but could this be a problem with gamepla

42 Replies 22,628 Views

The overall ship component size concept needs to be re-evaluated. Presently, the same engine or weapon design changes size depending on the hull you use it on. This I find confusing and illogical. Sad but true. If the sizemod makes sense for some components, it doesn't for all components. Like it's already been mentioned, it's ok for engines and defenses and life support. But for weapons and sensors and the special modules?! Gah. Worst than that though i

10 Replies 5,303 Views

In the game Alpha Centauri, the different faction abilities are compensated with dissadvantages to create a balance. That way you still get the interesting abilities but you have to pay for it. That's how it should have been done from the beginning. But this game is all about stacking bonuses; penalties are hardly part of it. Actually, penalties are *lack* of bonuses <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 align="abs

22 Replies 13,282 Views

so it's not even a question of being "different"... they're simply better. Was someone asleep at the wheel, or was balance simply not a consideration in this case? The Korath were needed for the campaign (which is not really the best part of the game) and the expansion (it *had* to have new races). They're clearly superior to the Drengin, you don't have to know how to play the game to see that - now the question is how did the devs miss that. T

22 Replies 13,282 Views

i guess when your production lapses you'll eventually figue out that theres a spy somewhere. If you're checking production on all your planets. wouldn't those tiles do more for your empire as a stock market? i guess it depends on how you play. the stock markets give you more money. you can use that money to pay for more spies. the CECs make your planets immune to spies, which saves you money in a sense, since you don'

37 Replies 15,126 Views

I doubt if I'll have time to go point by point through your list in the near future - my apologies. C'mon, the list isn't THAT big... you just have to point them out. You already have them nailed, so you just need to type it. I was expecting disagreement, of course, but substantiated. Saying you disagree just because is kinda weak. All of the points you bring up have been debated from all sides at length in the f

24 Replies 23,155 Views

I don't agree. Espionage or super-abilities aren't "triggered by other additions", as far as I understand. Well, espionage (or should I say sabotage?) isn't really a new concept, but a change. And IMO it's as shallow as it gets. About super abilities, some of them aren't really *a* super ability, but 2 or 3 compounded into one. Some of them are related to new additions, like extreme colonization. And other changes, like the whole econ and production cha

24 Replies 23,155 Views

Note that planets of PQ11 and above get a significant approval bonus, from being especially nice places to live. So the PQ Bonus ability is a double whammy for the majority of races that start with PQ10 homeworlds. Wouldn't this be easier and more logical if the bonus was say equal to the PQ of the planet? Why is unmodded Earth NOT a nice place to live, but with some soil enhancement it gets that bonus?! But then

13 Replies 6,080 Views

Well, the political capital's influence bonus is the same as a CEC's - it's the morale bonus that's very interesting. Unless you go overboard on building these things (and they do have maintenance, though low), the effects will not be really noticeable I think. Changing your odds at the UP, hmmm. Looking at the capitals and their costs, I wonder how balanced they are. The PolCap at 150bc gives you 50%Mor 25%Inf; the EcoCap at 200 and 50%Eco; the ManCap at 350 and 33%Ind (bonus decreased but

21 Replies 10,284 Views