psychoak

psychoak

Joined Last seen Member # 2882780
6 Posts 3,129 Replies 1,595 Reputation

It does seem as though locking the map down and making colonization impossible is problematic. A multiple system game would be a real pain in the ass to expand into your enemy lands with an interior desert having the entire place at 100% culture. On a particularly scrambled random map even a one star system can be a real pain with the ai recolonizing all the planets you can't secure because of the bloody culture being generated deeper in.

24 Replies 5,744 Views

I haven't used the nebulae yet, but an anti-matter heavy fleet in a starwell is much more powerful than one out of it. A TEC capship group is damn near impossible to kill in one, continual shield restores are a real bitch. I've taken advantage of a gas giant several times, hitting large fleets of small guys in one is perfect. If I had the oportunity sure, but I just haven't run into one in a good spot for ambushing or using as a choke point yet. It has to be really prime real estate to pick

14 Replies 5,257 Views

Darkie, dassie, dautie, dawtie, dearie, debbie, desie, dexie, dhootie, dhurrie, diablerie, dickie, didie, die, dobie, doggie, dogie, dominie, donsie, doolie, doozie, dormie, dovekie, dowie, doxie, druggie, duckie, duddie and durrie?

8 Replies 3,546 Views

Withdrawing from a losing battle should only be done when the losing battle is counter-productive by comparison to the expected cost of running, and cost is more than just the fleet, but your economic situation, the value of the target, your expected survival percentage if you run versus your expected kill percentage if you stay, and the chance of aid. If an ai has two or three shipyards holed away and enough resources to replace a 100 fleet point loss and can kill 30% of a somewhat lar

21 Replies 7,150 Views

Yeah, it's only economically sensible to use the current copy protection schemes if all the pirates really would buy your game if they couldn't steal it, and they either already are or never will in nearly every case. Combined with that complete lack of a need is the "I hate you, drop dead" effect the rest of us get when we have to use the god forsaken cd to play and wait five minutes while it reads the disk even after typing in a two hundred digit serial number and having an fbi background che

43 Replies 72,106 Views

Frigates yes, cruisers and capital ships no. The frigates really do come off as terribly non-descript, although a few tech upgrades change them up a hell of a lot. The phase missiles, when working well instead of negating their own benefit, will be the ultimate dunov counter, their meatgrinder ships upgrade into self repairing freaks that take a lot more of a beating than cobalts to start with, and then get to repair the damage without any help. The planet bombers are still planet bom

77 Replies 26,562 Views

Torrents are free advertising anyway. Although not as good without having them linked to by starforce. I know so many people that bought galciv2 because of that...

43 Replies 72,106 Views

Is it really the income? Your fleet points proportionally shrink as your empire gets bigger, your income does as well, but to a lesser degree. Logistics slots don't suffer from the distance modifiers. In a huge galaxy, there is no difference between mines that run dry and mines that don't. You have more resources than you can shake a stick at either way. Research is even worse, it doesn't have a soft cap. In a small map things make sense because it's usually over before any

105 Replies 83,573 Views

No clue, aside from not needing anywhere near as many refineries there isn't any difference between asteroids that run dry and asteroids that don't. Either way you have a sustained, limited income based on your territory aquired. Before, your resources went up, capped out and maybe dropped as resources started running out, and then expanded again if you built enough refineries to more than offset the losses. Now, there is no drop off from them running out, and you're probably only bui

105 Replies 83,573 Views

The population doesn't actually zero out does it? I know you lose the upgrades, but I was sure it stayed at max population as opposed to 10 or whatever it is they start with newly colonized.

19 Replies 23,349 Views

High unit counts that aren't really that high cause some massive lag, even when not being viewed. I'm guessing it's that wonderful empire tree? Dual 3.2ghz xeons, 2gigs of ram, 800mhz fsb and a bottleneck of a 7800gs should mean I'm throttled by polygons instead of processor related things like unit tracking. It craps out really bad around 200 units.

269 Replies 209,238 Views

Flipping a maxed out terran planet instead of bombing it down and recolonizing isn't an obvious plus? That map with the terran/ice/asteroid pattern in a circle around the star with two deserts and a volcanic off it is a perfect map for it. Stack one of the deserts with culture production and attack one of the enemy homeworlds when your culture reaches them. They wont have the slots to stop it from moving even if they start converting research stations into culture production. Very shortly af

19 Replies 23,349 Views

Why would you be paying attention to someone with limited intellect trying to kill you with a single cobalt? Yes, civic buildings should be weaker, they're obscenely tough just from a standpoint of gameflow, it takes forever to drop the logistical structures compared to how long you need to bomb a place down with a small fraction of the total fleet attacking it. Raiding an empire with a single light frigate? Scale, you shouldn't be doing any kind of attack with a minuscule fraction of

35 Replies 8,444 Views

Cultural wins are doable. One desert planet as TEC with max culture techs and 9 culture centers. The proceed to raid the enemy culture stronghold that pops up to counter it. Once it drops they go poof real fast. You can't just win by pure culture unless someone is really asleep at the wheel, but it's easy with minimal warefare as opposed to wiping out and bombing down every gravity well on the map. Just advance through their territory, building more and more culture centers on each planet y

19 Replies 23,349 Views

Yes, defense might be weaker, but two cobalts being too small is irrelevant to the level of defense in a place. I'm looking at raiding from a perspective of relative costs. An unimproved asteriod planet shouldn't be giving you enough fleet points to go wiping out structures somewhere else. Such small numbers are just outside of the scale, a scouting party instead of a raiding party.

35 Replies 8,444 Views

Nothing wrong with pirates early game, size wise anyway. They really are free experience, but that's only so with the correct circumstances. They do however amount to nothing later on. If I defend against them after I've got stuff set up, it's because I have a capship to level. A 200 point fleet two hours into the game might be a little much, but I'd aim for there. That said, pirates aren't entirely free experience. If you have a spy in the star gravity well, you can track

22 Replies 7,242 Views

A small fleet probably shouldn't be a couple cobalts, that seems like a silly level to be aiming for. With how powerful bomber stuffed hangar bays are, I wouldn't be sending capital ships around late game either unless you're actually against someone without them. The mines are cheap enough that they probably should be expendable and easily dropped, but if you really want to damage an economy, you drop a max pop terran planet in ten seconds with a couple evacuators or some marza's. Ev

35 Replies 8,444 Views