Sorry, Pesky, but accoroding to some of Iztok's excellent research, you pay full price for asteroid ip's that have been generated by the basic mining function, and half-price for any ip's generated by applying the off-planet bounuses to them after they have 'reached" the target planet. And the above is calulated separately for each asteroid field output, and rounded down. drrider
drrider
Gosh, I can't believe how many smart guys are getting the logic of these buildings WRONG! First of all, let me say that these buildings are the greatest thing since sliced...er...bureaucrat...if you're Drengin. Second, everyone please note that although there are similarities, the RCC and the power plants are NOT alike. The power plants begin to be available very early in the game, IF YOU CHOOSE to research them; they require a separate research effort. In additon, t
(Citizen)MystikmindSeptember 13, 2007 21:23:18Reply #93 The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered. I have never seen a 'natural' 32 planet, not without some kind of random event occuring. Well now that i think of it, a random colonisation event can boost a planet by a certain percentage. I have seen other random events ach
Right, the "economic model" of, "Having a full staff of employment at your labs means that nobody is willing to work at your factories. However, if you replace those factories with additional labs, people will be lining up at the door to work at those as well. Of course, if you really need to, you can convert some of those scientists' amazing discoveries into ship parts." That economic model? The exploit part is in the fact that you can simply convert researc
1) restrict ship speed to 5 2) vote to stop "sneak" attacks... 3) vote to have a "neutral" zone... Gee do the AIs ever vote against these? They might as well be standard parts of the game. 4) economic/population booms. I swear these occur when you are doing just fine, and the AIs need help. 5) "jagged knife" event. You lose 50 planets to their 5 or 10. I've never had it happen where I wasn't the most effected. 1) Everytinme this has happ
I'm not a modder, son, but I think I can say with reasonable confidence that if you do not have the time or patience to create custom ships with the in-game Shipyard (presuming that's what you meant), you SOOO do not have the time or patience to get into the process of importing models from other games. Not to mention tweaking them up to work decently. drrider
Set the difficulty level below tough. Limit your opponents to 3-5. Make your galaxy Medium to Large (not Tiny, Small - its harder; not Huge, Gigantic - its long). Set everything to Uncommon, with Loose Clusters. Set anomalies to Abundant. Play defensively, going for a tech victory (but take any type that offers itself.) Build 2-3 extra survey ships as soon as you get Sensors, set them to Auto-Survey. Trade with everyone you can reach. Make litt
The most severe effects of a global nuclear exchange would come not from the radioactivity, but from the climate changing atomospheric dust, and from the infrastructure damage that would prevent the essential movement of resources. drrider
Any one who thinks this is easy has not tried to balance an all research strategy at the maso or above level. You are overlooking some of the drawbacks, like very slow infrastructure development times, and slow economic development. It is very powerful in its final form, but very tricky and painstaking to get there. drrider
I just got this game, so I may be way off here, but the solution to the main problem to me seems rather obvious. The fundamental problem is the ease of converting research to production (in the case of building all research buildings), so perhaps there needs to be a very steep penalty for conversion (Is there even a penalty at all?), or it should be eliminated entirely. Why is this a problem? Just use it. drrider
Where did you get the impression that mp's ever become bc's? AFAIK, this NEVER happens. drrider
A proposed compromise. How about "The Pre-Cursor Gerontocracy"? drrider
Y'know, ghost, I probably would have joined up with the 'Aged Empire' (good subtitle, no?) if you had gone with the name 'the Pre-Cursors'. The Gerontocracy, though...I feel I'm experienced , not old! drrider
2. Point Defenses are like beams in defenses(low research cost, mediocre performance), Armor is equivalent to missiles(high performance, high research cost) and Shields are just plain weak. IMO, defenses are pointless in DL - if you have high enough attack and high speed, you can kill the enemy without ever getting shot at. DA rules beef-up defense effectiveness, but I think that offense is the best defense. 3. Mass Drivers are small - in the super high-tech e
Painful -> Crippling -> Masochistic -> Obscene -> Suicidal. BTW, did you catch the recent post by the guy who started , as a newb, on Small, Suicidal (by report, not posted), barely squeaked through to 3 wins, then wondered on the forums what he ought to be doing to really become a 'decent player"? Actually, from his decription of strategy and course of play, he's plausible. drrider
Indeed, this is a commong bug, at least in all my games. Strange it is not reported yet. Dare I suspect it has been too temptingly useful to all of us? I too have seen this in virtually every game. Death by enemy violence seems to permanently suffuse that radius of space with friendly probe drones. Gee, I haven't tried it but if one were to rapidly push out lots of cheap basic overlapping influence bases, maybe with just the free per
Years. They charge off the through-current. drrider
Hey, KP, where's that terrifying portrait you used to show? I used to have nightmares where it was licking my face...(well, actually, that was Cricket, a possibly related alien representative.) drrider
Anyone tried adding a colony module to a spore ship? drrider
Hmm...my several Obscene attempts were on those settings, and the AI were anything but passive. Now, I'll concede that at least 2/3 of those 6-8 games included the Korath, and in the others the Arceans acted pretty Korathian. What I percieved was that EVERY war involved going for an HW, except for those that involved seizing a class-15 minor, and it was always the AI who were ready first to begin 'planet ownership revision'. Give either the Korath or the Arceans 100% advantage (or 2
You're kidding, right? I mean, what Itzok said is IT!! (I would like to hear how you fare on Gigantic, Rare everything, Very Slow, Max opponents, Max minors however.) (hint: that "Rare everything" makes the game shorter in a way similar to smaller total size, and makes the colony rush not-so-important, but it also makes your little bit of the galaxy look very tasty to all the other b
but you need so many acres of land to feed one person for a year i think that is 5 acres of land. don't know what that translate to hydroponics. I believe the Hunger Project at one point demonstrated a pre-fab geodesic dome semi-hydroponic greenhouse design that would feed a family of 4, 'for a year', i.e. indefinitely. I think it was ~40 feet across and 15-20 feet high. I know for a fact that if he had strictly worked his gardening full-time
If there are only two civs alive, each has only one planet and both of those planets are in the same system, then if one civ blows up the solar system with a Terror Star, who wins? To be asking such a question NOW, months before release, is pretty much a waste of bandwidth, young friend. The likelihood of it ever happening to anyone is something like getting struck by lightning while going into the lottery commission to collect your 1-player Mega-Milli
Diplomatic screen. Just tell them, or declare war. The choices should be there. Drrider
Hold your population under 20. The tax return relative to what you spend / give up to keep thim happy is essentially negative above that, except in very special (read: advanced) circumstances. In fact, for a newb, shoot to keep your pop / planet in the 13 - 16B range, so you don't have to worry about it too much. drrider