I remember in the OS/2 version, Good civs were able to research 'Advanced Phasers' and get Corvetts (3att&6def) early in game and Evil were able to build 'Terminators' (20att/1def) later in game. Will something like this be in ver 1.x?
TheoLeo
When I select the 'Good choice' when colonizing a planet and get a "-3% population bonus", does this penalty apply only to this planet or to my civilization?
This just happened to me, too! Brad?
The Branden AI colonized planets outside its own sector too.
1) Supersize galaxy sounds good. 2) Need wining option list: I could be on the verge of conquering the galaxy and lose the game when 1 of the AI races wins by teching. It would be nice to unselect Tech victory and leave Bloodlust and Alliance wins open. 3) Need starbase option: advance repair bay. This way, starbase fixes themselves faster. 4) Defense upgrades too low. +2 and +3 not worth a constructor. +4 and +7 defense upgrade better. The Avatar killer upgrade; +10. 5) When st
You are right, it's defection. It's very early in the game so the social projects are not yet available. The star bases are just being built. I guess all that's left is the form of government: Imperial vs republic. Thanks for the insight!
I know this is my 2nd post but I just had a class 23 world revolt on me. It's moral was 82. What gives??
It happens to me too. I just save the game, quit and restart. Everything where it should be.
I had a game where I won all but 1 planet by influence. I had 2nd game where my planets were defecting due to influence. I had more planets and better classes but lost control of a sector due to population. This shouldnt mean my worlds defect. There were 5 planets in the sector, classes 16 to 19. I had 2 class 16s and they defected, even though moral was in 50s. The sector control needs to be tweeked. Influence should not be all or nothing.
The Terror Star cost 5000 shields in os/2 - about 10 battleships. They had 0 movement bonus and only 20 defense. I assume Brad will keep the cost silimar. Flagships/convoys, were added to os/2 ver 2.0. they were great on large thru gigantic maps. 2 transport and 3 battleships could trek across 1/2 the galaxy and arrive at their destination. to destroy the transports, the 3 battleships had to be destroyed first. I never liked Terror stars. By the time you built 1, the excaliburs were
Any colony that revolts and is refused admission to the empire shall become a minor race.
1) Lets bring back the os/2 transport limit of 1,500 troops per transport. 2) Convoys are a must, especially in huge or gigantic galaxies. Ships could be bunched together, a right click and the word 'convoy' appears. Left click on the destination and the all move as 1, at fast as the slowest ship in the convoy. When attacked, warships takes damage before transports. The same as in the os/2 version. Happy Thanksgiving!
I had a class 27 colony defect. I did not have control of the sector. My moral was 85%. My solution: restore from my last save (about 5 turns), fast build 1 starbase and add culture. I then added 2nd base and maxed culture on both. I had control of the sector for about 20 turns then lost it. I kept my class 27 world. BTW, there are 4 colonies in sector: class 18, 19 and 20 are Arcaen and bunched at bottom of sector and my 27 at top.
for the first time since i got the beta, i was able to fully install multimedia. no more uncompression error 13 on invasion.mp3. thanks Brad!
for the first time since i got the beta, i was able to fully install multimedia. no more uncompression error 13 on invasion.mp3. thanks Brad!
in the os/2 version, the galaxy map could go full screen, had a title bar that let you position it on the screen.
The Ranger was a good ship, much better than Dreadnought and not as good as Avatar. Never liked the Paliden. Where are the Excaliburs, Battlestars, Stealth Cruisers and Corvettes? Will the Terror Stars still cost 5000 shields? Will Dinosaur Park be brought back?
Research bar not accurate
I selected the 59% starship bonus when colonizing a planet. I fast-built a battle axe (normal:def-4/att-2) and got def-4/att-4. Shouldn't a starship bonus apply to weapons, shields and hit-points?
1) Instead of bases aiding planets in same sectors, let them have a sphere of influence. When a planet or trade ship is within its sphere, the base's bonus is applied. The sphere can be a colored circle that appears when the bases is highlighted. The more improvements to the base, the larger its sphere. Why should a base at the edge of a sector not have any influence on a planet or trade ship only 2 moves away, separated by a line on a map? A trade ship would stop at a nearby base for R/R and ad
Minor new bug appeared in 3b: the C key is not centering the screen if the ship is off by 1 to 3. It works if off by 4 or more.
I just played a game where 2 different resources were in the same sector as 4 of my planets. I built starbases at both resources. When upgrading 1 base for production, I got no benefit as the other base already had production benefits. It was easy to tell as my planet was class 40 and had all manufacturing projects, including Omega and Hyperion powerplants. What does the code do when there are 2 or more starbases in the same sector? Where do I put my upgrades?
I still have uncompression problems: error 13 on invasion.mp3. Can't you put a self-extracting zip file on the download screen?
The Dregin lost all their worlds. All that remains is 1 starbase. The Alterians and Torians are sending lots of battleships to attack this lone starbase. It is now level 10, has 136/200 hit points and defense of 37+13! All the battleships are doing is raising the starbase level and defense. I watched as 5 battleships attacked and the starbase hit point when from 134 to 136 (self repair). The only other race is the Yor and they were not at war with the Dregins. This game is being pl
what file drive the uncompression routine?