Loupdinour

Loupdinour

Joined Member # 2630776
0 Posts 341 Replies 14,410 Reputation

[quote]increasingly inaccurately named trilogy? loved the reference. there was another one just today, on the tread about the terror stars, something about all the clocks saying 42. [/quote] Someone was talking about a tech victory bug. They had researched the tech, saw the clock flashed 42 and then nothing happened. Props on the demolition reference though, oddly enough I had just watched the movie this week. As for the OP, that seems to just be a bug

7 Replies 5,451 Views

300bc a week is fairly cheap in the long run lol. Don't forget the stealing of tech at Advanced levels when you have spies still placed. There is a benny. As for strats w/ spies, as Willthemailboy said, a wave of spies is important as the AI won't necessarily be stockpiling spies to combat 10 or so. They will chip away at them however, but as long as you can produce spies as fast or faster than them, it will sort out in the end. Spies also make for a great economy ki

3 Replies 3,902 Views

If you type in the string via the Run program from your start menu, and type in exactly the same deal as you would if it was the shortcut you should be fine I think.... So the PC your playing on has restricted rights on it I take it? Couldn't you just create a shortcut somewhere you have rights to....even be it a thumb drive.

4 Replies 4,940 Views

Aye, I saw the Torians just wandering aimlessly in theirs when I played. If you are going to be moving at 1ps/week, at least beeline to your destination, don't sightsee. I mean, damn, he wasn't anywhere near an inhabited system along the edge of the map...then it just stopped dead and never moved again.

5 Replies 5,707 Views

[quote]If 5pcs/turn is still too slow, then a strat I would employ, build a fleet or 2 of fast constructors, I dont know how many constructors it takes for a complete terror star. When I spam influence sbs I built them all at once, 12 constructors. Once I get to the right location *poof* instant influence sb.[/quote] 1 constructor to start the TS, 5 to bring it to 100%, then a 10 week waiting period before it's online.

45 Replies 11,114 Views

In non-tactical zoom it'll let you know how many modules are available at the moment to place on, but anything that is an upgrade (mining node modules for example) won't be counted. This is in text right below the starbase. Sadly, that text, along with time remaining on autopilot doesn't exist in tactical zoom.

1 Replies 1,255 Views

I hadn't even taken notice that custom races were even an option yet LOL. I think what happened in your game was that the Jagged Knife or I-League showed up mid game and already had the Tech Victory tech due to a bug. Since they are a minor race and unable to win that way, the Tech Victory option of winning was turned off.

1 Replies 2,295 Views

One question about fleeted ships and the wormhole anomaly. If 1 ship in the fleet has the survey module and hits a wormhole, does the entire fleet go with it? Put 5 seconds of thought into what I said and you'll know where I'm going with this.... As for removing the warmup time and just up the research time...Creativity could bypass the research time "penalty" whereas nothing can reduce the warmup time. TS are fine as they are, glass cannons....slow glass cannons.

45 Replies 11,114 Views

I've seen the AI make a TS, but I haven't yet see them use it beyond driving around the universe with it. I blame a lot of that on my beta testing being done on lower end difficulty settings though. Unfortunately, my current game had the UP vote to ban TS completely.

5 Replies 5,707 Views

Pirates are just mobs, they kill anything that moves. There won't be anything akin to a racial AI for them. Thus also kills the "asteroid" question. Spying is the same. The invasion screen will be built off of what planetary improvements are there.

4 Replies 4,211 Views

Perhaps the troops in GC are more through or careless of whom they kill? The "shoot anything that moves" philosophy really tends to make war easy.

19 Replies 31,487 Views

Just had an after-thought, why just have a problem with ships...what about techs and trade goods? If you know what weapon techs they have you have an avenue to build w/o looking at their ships. Has anyone tried right-clicking on a planet in the trade window to see if you can get improvement intel there as well? It would only be consistent in the openness of the trade screen.

7 Replies 3,765 Views

The should proceed to "within range" at their top rate of speed. As for your main topic, if you look around a bit, you'll see this topic is like beating a dead horse. Do a search for "carrier".

2 Replies 1,848 Views

I'm uncertain as to what's causing the freeze-up. In my last game (3c Drath) I took out 2 races w/o issue. Destroyed ships in space, orbiting planets, solo, in fleets...any mix and no issue. Now I have a pirate ship I cannot destroy w/o having this freeze-up.

40 Replies 15,183 Views

The Drath have a horrid start with the -20% pop growth to overcome. Once they are up and running though, they rake in the dough more than the Korx from War Mongering....and they have the super ability to cause those wars.... Iconians need a real kick in the tail for econ as their buildings are maintenance hogs. Their ships however are fairly formidable. Torians, you can't keep a happy frog-person down. Damn buggers get a 50% morale building (1 per planet). Not out of the ga

31 Replies 18,960 Views

If something is available to purchase, wouldn't you want to know what it has? I do see where your coming from though. I'm not sure how you would take both your concerns and my first comment and meld the two.

7 Replies 3,765 Views

[quote]On a separate note, did anyone who played the Yor notice they don't have a way to upgrade mining starbases or economy starbases (besides trade)?[/quote] It's a known issue. I think the devs were talking about making the techs for those starbase modules separate, or at least include them in the other race's tech of equal value. Those module came from the [B]stock[/B] manufacturing/econ tech line which the Yor don't have now.

31 Replies 18,960 Views

[quote]guess I'm just a little frustrated that some of the oversights (not necessarily bugs, but just things that aren't quite right) are still not corrected: Fleet defense components are all still lumped together under the Terran Alliance tech that provides a similar component, Efficiency Research 2 still not tradeable, and several starbase components still don't have an icon (battle stations in particular), even though some such as the repair component were fixed. I just picked up the beta l

25 Replies 48,621 Views

Any ships w/in range of the military sb when the sb has weapon/defense increasing modules will up the power rating of those ships. They probably also had a large qty of crappy ships while you had a lower number of superior ships. A pile of crappy ships still adds up.

17 Replies 7,731 Views