Master_Lame

Master_Lame

Joined Member # 386219
1 Posts 0 Replies 144 Reputation

and another weird thing: I was playing evil, in big galaxy, so naturally the Altarians declared war on me. But they were far away so for many turns I didn't get attacked at all. Then they come asking for peace, they want it so bad that I could also make them give me 6 technologies. It's a freebie!

7 Replies 268 Views

here's a weird thing: I started negotiations with Yor Collective and looked at the "Diplomatic Status of Civilization", it said "At War with the Yor Collective" how can they be at war with themselves?

7 Replies 268 Views

I'm interested in having a "mouse over" ability on all key words in the game. All key words should be clickable and leading to proper selection in game encyclopedia. It reduces learning curve and helps to involve player in the game.

4 Replies 156 Views

I always play with genius AIs. And they don't do a good job of coordinating their military effort. You are worried about having to do a target search routine for 600 ships, but that's cause all the ships are spread out. If you make AI stack ships into a dozen small fleets and 1 huge fleet, you will need to do target calculations only once per stack of ships. Besides, the biggest stack of ships should have precalculated "planet-to-planet" route, and not get distracted by other ships, unless they

4 Replies 122 Views

another thing, when loading from save file, the game fails to initialize speed and range bonuses given by technology. Here's a save file: http://64.60.177.194/lame_game.zip Look at the movement stats of selected ship. 4/1 That's cause all the speed bonuses weren't counted. It gets fixed after playing a few turns.

21 Replies 269 Views

AIs make a lot of Constructors, but they only build on top of resources. They also spend many ships increasing base defense and offense. That is inefficient use of Constructors. They should create a few star bases in sectors with 2+ colonies and then focus on production bonuses. They should use regular ships to protect star bases, at least until late game. AIs have great manufacturing strength, yet they rarely build any galactic trade goods. AIs suffer from excess production of

4 Replies 122 Views

I used to do what Captain Bizarre does, but by mid-game the aliens always outproduced me. (I set AI to genius) Then I tried going for diplomacy related teches first, it proved to be more successful. I am able to hold my own with the aliens, from early to midgame. Then in late game my empire comes out on top

8 Replies 223 Views

Outposts - player can create an output on any planet. Outputs act like Star Bases, they have no population and no production. Outposts can have these features: 1) increase influence in sector 2) allow military ships to enter orbit of the planet. 3) if an outpost is not protected by orbiting ships, then a regular colony ship from another race can still colonize the plnet. But it would be a bad diplomatic move. Outposts can be created by a special type of ship that is cheaper

16 Replies 184 Views

how often does auto-save function saves the game? I suggest to make it every turn, cause you just never know when one of them random crashes gonna hit. And if the save occurs more often, there's bigger chance of reproducing the crash, cause it's easier for player to make exact same moves.

28 Replies 492 Views

the best strategy is to research diplomacy techs first. Then you can trade teches early on so you catch up quickly. Also, you can milk Minor races for money. Minor races will pay for for tech that it costs you to buy tech from others, if you have good diplomacy bonus. That means you can buy off all the tech from other empires on the money made by sales of tech to minor races, plus income!

17 Replies 339 Views

first one as I started playing the game: the event log screen lags by 1 turn. So when my colony makes space ship, the event of its making appears only the next turn. In previous beta's there was no such problem. also, sound volume controllers still don't work

1 Replies 102 Views