Unspeakable.Elvis

Unspeakable.Elvis

Joined Member # 2957998
6 Posts 6 Replies 874 Reputation

Never got Peacekeepers. Got nailed by Pirates quite a few times. Oh, and it seems that in nearly every game I've got a disgruntled former worker shooting Lord Vega. Sometimes the disgruntled former worker (or perhaps it's a different one every time) shoots Lord Vega again later. Bizarre. J.

41 Replies 43,039 Views

[quote]Or hey, why not use some of that Sufficiently Advanced Technology to MAKE an atmosphere on the planet?[/quote] I think there are some reasons to allow "uninhabitable" colonisation (it's technically possible, there's terraforming tech in the game anyway, everyone likes to have arseloads of planets...) but there are also some reasons not to: sure; with enough technology we could probably do pretty much anything -- terraform gas giants, fire black holes from guns, grow cabbages that

15 Replies 11,684 Views

Good thread, thanks. However, reading so many opinions and strategies actually made me realise that the thing I want is some good hard numbers: X bc in tax per capita, population growth rate is Y at approval of Z%, changing to A at B%, &c. The premises set, all the rest will be simple calculation; in this way one would literally be able to colonise perfectly. The question is, where can one find these stats? J.

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[quote]But it would need to have some limitations. Perhaps it cannot work on the toxic, heavy gravity..etc, planets until extreme colonization had been researched.[/quote] Exactly. To me, making it a separate tech and a slightly more expensive module already decreases its "brokenness" (pardon the MTG term), since in the early game the economy is pretty tight. I fully agree with making hazardous worlds "unsurveyable" until the appropriate Extreme Colonisation has been researched. This al

13 Replies 9,349 Views

Thanks. Excellent advice all around. [quote]Generally, a mastery of techniques to PAY for everything[/quote] Now that's the pivot. I reckon one wants a monopoly on high-class planets (therefore surveillance), nearby space resources, very early starports, good research... and the price tag for all this is considerable. Considering that one starts with 5000bc that quickly starts going yellow, and that praying for those "1000bc" anomalies is hardly a sound economic strategy, I thi

19 Replies 11,842 Views

[quote]many players find that level still quite difficult.[/quote] I, for one I'm still having some trouble cracking GC2. In my view, planets are the ultimate resource, so get 'em while they're hot. Honestly though, considering that everyone does a little bit of colony rushing at the start, is it more about [I]which[/I] planets you get, rather than how quickly? What really distinguishes a "Normal" player from a "Tough" play

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Hang on, so "smarter AI" only means "unfair bonuses"? Up to what level does the PC's intelligence actually improve, before they start getting help? J.

19 Replies 11,842 Views

The first question is, would it severely unbalance the game if the planetary surveyor module was available immediately (or at Sensors I) at low cost? I don't think so; in my experience it's actually a rather rare situation to be at luxury to look critically at one's colonisation possibilities. That Class 9 over there [I]is[/I] going to get colonised ASAP, whether it be bristling with bonus tiles or devoid of them. Likewise, I'm wary of Class <= 3 worlds until I have some good terraforming going,

13 Replies 9,349 Views

That sounds pretty bizarre. Usually I aim to avoid the "red zone" on the Military Timeline (if you're at about 50% of the military strength of another race, you're in for a beating for sure). Military really is a big deal in this game; if you're number one on military you're rated Most Powerful; the only thing that has ever caused another race to declare war on me (other than disgruntled former workers, of course) is their stronger military -- regardless of their alignment. (This latter actually

9 Replies 7,766 Views

Oh, I'm quite familiar with that function; supposed to represent smaller components, in-game your hulls are actually more spacious. The question is whether Miniaturisation [I]also[/I] decreases individual ships' Logistics scores or, alternatively, raises your fleet's maximum Logistics. If that makes sense. J.

13 Replies 6,577 Views

Hang on, so Miniaturisation makes fleets larger too? Even though it would require full tech on Logistics and Miniaturisation [I]and[/I] those Hyperion improvements, a logistics of 70 would indeed give me the enormous fleets I want (one huge hull and twenty small hulls!). Now we just need those enormous hulls... J.

13 Replies 6,577 Views

I think the reason for my sudden infatuation was, indeed, that the Joneses were threatening to kick my ass. After long dabbling in "merely" normal AI games, I decided to play a large galaxy on Randomized Intelligence (I couldn't find the manual AI settings), and despite my best efforts Messrs. N-1 and Embryes Draken skyrocketed ahead of me by all measures, [I]despite[/I] my having more colonised worlds. For someone used to being the big brother of the galaxy, this was alarming. It baffled me tha

19 Replies 11,842 Views

As happens so often, once we've asked the question we answer it ourselves soon after. Planetary total on mp: 36. Economy sliders set to Military 30% and Social 23%, thus 30% of 36 = 10.8; 23% of 36 = 8.28. Everything is rounded down, and the planet transudes a total of 10mp on Military and 8mp on Social. Now I also realise, in the words of Wittgenstein, "how little is achieved when these problems are solved." J.

19 Replies 11,842 Views

A simple idea: Allow planets to be surveyed from orbit by colony ships before giving the go-ahead for colonisation. Though blind colonisation is fun, it makes sense that one can garner some more detailed info about a planet when one gets a closer eye on it. So one could see whether that Class 1 might one day grow up to be a Class 15, or whether this Class 5 has bonuses to distinguish it from [I]that[/I] Class 5. Thus allowing for more prudent expansion <img src="smiles/Wink.gif" border=

13 Replies 9,349 Views

I believe there's been some discussion around this topic already. As far as I know there are no plans to implement this yet. Personally I'd also like to see some larger fleets. Even at max logistics you can only band together one huge hull and maybe four small ones. On this topic, I'd actually also like to see "huger than huge" hulls -- this is purely a flavour issue, but I want ships exceeding the 1500m length mark. It's not called "space" for nothing, it's not like there ain't en

13 Replies 6,577 Views

Howdy. Indubitably this has been discussed and/or explained elsewhere, and at length; however, bear with me since I don't seem to have the patience to look for it. Alright. I've got this planet, Thuban IV (say). It's a class 12 and, among other improvements, I build on it two Manufacturing Centres (each supplying 10mp). The planet has no asteroid bonuses; thus, I calculate the total mp to be 36 (including the Initial Colony's 16mp). However, on the Planet Details screen, Thuban

19 Replies 11,842 Views

It is admittedly unlikely that [I]every[/I] last Drath was killed, but then one Drath does not a civilisation make. It's more likely that the Drath Legion as an organised government was destroyed, their military and industrial capabilities obliterated, and the racial remnants enslaved or exiled. Think about what happens when any planet is conquered in GC2 -- you go in with 1000 troops, and if the planet falls the planet population doesn't drop to 1000; you're actually left with several million.

11 Replies 5,573 Views

Two questions relating to influence and morale: 1. In my most evil game to date I had the pleasure of acquiring a Mind Control Center (as you will recall, this apparently forces foreign colonies to rebel "nearly instantaneously" when their influence is exceeded by a factor of four). Having a natural predilection for the power of Influence I immediately set about building starbases to try out my new toy. Unfortunately it didn't work as well as I'd hoped; though my influence over one enem

9 Replies 6,682 Views

Alrighty. Two games later I've meticulously avoided copying ship names, and it seems the game crashes more often now. I've noticed that the debug.err usually ends as the one below (the latest crash) complaining about CalcTotalMoves. Admittedly this has [I]something[/I] to do with the ships but I'll be buggered if I know what to do about it. It's starting to feel a bit hazardous, starting a new game in Dark Avatar, since I've not seen one DA game make it to completion; you know the crash

1 Replies 1,715 Views

Hi. I've been wondering about planetary improvements, specifically which are "local" and which are "global". The super projects are a good example. Xinathium Hull Plating makes all your existing ships stronger (and immediately, if I'm not mistaken), whereas the Hyperion Shipyard increases ship speed but only for ships built on the planet housing the improvement. What am I to make, then, of things like the Restaurant of Eternity, Ultra Spices, or even those power plants that give a 10% b

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Yeah, yeah, before anyone says it: I just noticed the entire thread advocating docking and building from starbases. So we all agree! J.

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Yeah, yeah, before anyone says it: I just noticed the entire thread advocating docking and building from starbases. So we all agree! J.

2 Replies 2,205 Views

As far as I remember, when you start a new game you can set the tech speed (in the same screen as the number of stars, habitable planets, galaxy size etc.) J.

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Howdy. Why don't space pirates attack minor race planets, starbases, or ships? It's as if the minor races are simply invisible to pirates. Is this explicable or is it a bug? J.

0 Replies 1,121 Views