Thecw

Thecw

Joined Member # 4823684
9 Posts 206 Replies 3,544 Reputation

Gilmoy, maybe we should stop showing these people our research and strategising. Some actually seems to be able to learn from it and apply it successfully in their own games. Soon they might even start to surpass us: The horror, the horror, the unthinkable unimaginable horror. [e digicons]|-)[/e]

6 Replies 19,952 Views

[quote who="eviator" reply="2" id="3498432"] I managed it by turn 79, Beta 0.42, with the Altarians on a tiny map against the Terrans as beginner. Hey, you didn't specify map size or difficulty parameters, so I'm not sure if it's valid. Even if not, I got some good practice experience. [/quote] Of course it is valid. The more variations of played race, map sizes, opponents, and difficulty levels the better we get a 'feel' for balancing and pacing. <p

6 Replies 19,952 Views

[quote who="DARCA1213" reply="2" id="3498404"] So eventually my great game will end. [/quote] The game seeing your benevolence toward the galaxy feels morally conflicted about opposing you. After spiraling into to a depression of self-worth-doubt and self-loathing, it decides to save it's remaining honor by committing seppuku.[e digicons]X|[/e]

3 Replies 1,507 Views

You can upgrade a transporter/colonizer to a ship with a lower population capacity (less modules) without diminishing the boarded population. It should either disallow this when the number of boarded population exceeds the maximum capacity of the ship you wish to upgrade to; or the boarded population should be diminished to the max population of the new ship. Currently the following 'cheat' is possible: Build a transporter with nothing but transport modules;

1 Replies 2,926 Views

[quote who="DARCA1213" reply="14" id="3497812"] Believe me! I'll give you candy! [/quote] What kind of candy? A lollipop, Robin Williams' 2012 single or eye candy? [e digicons]:|[/e]

19 Replies 45,809 Views

When building very cheap ships and the available manufacturing point are close to the ship cost, the number of turns is incorrectly calculated. See screenshot of the "Orbitter" (and yes, i know i made a typo in it's name [e digicons]:blush:[/e] ) in the shipyard. The ship cost is 13, available manufacturing is 14.8, yet it takes 2 turns to build. If i increase the available manufacturing to beyond something like 20 the number of build turns goes down to 1. It does not hap

2 Replies 3,607 Views

[quote who="Stilgar84" reply="9" id="3497460"] I may be missing something, but is there any reason to limit building to one per turn? otherwise I would say just allow to build as many building as you can in a trun and build-upgrade becomes just as fast as direct build in high production case while still allowing faster startup on low production world. [/quote] Same reason as only 1 tech research per turn (barring events), 1 ship build per shipyard per turn: Game Design decis

14 Replies 26,442 Views

Did some quick research (for the manufacturing buildings) : Not taking in account population growth. Using production points actually spend on building the improvement (so after happiness, planet bonuses, etc): On planets with a production of 1-35 the build-upgrade cycle has the advantage. Breakeven point at a production of 36. Production of 37-77 about equal with occasional slight advantage (delta: 1 turn difference) for the build-upgrade cycle. Productio

14 Replies 26,442 Views

[quote who="eviator" reply="2" id="3497341"] Well again the fact that population = production probably comes into play here. A low population planet will take a LONG time to build an Industrial Sector. Perhaps longer than if it progressed through the various tiers of factories that start giving manufacturing bonuses. Perhaps I'll do a test of that. Anyway, if true that means the GC2 method of automatically having you build the higher tier version wouldn't work so well for low pop

14 Replies 26,442 Views

[quote]A class ten world with 5 new xeno factories being built. Enough production exist to make a Xeno factory in one turn, the problem is you have to make a basic factory first thus doubling your build cue to 10 turns to complete. The more production the more this will hurt you and actually slow you down. A planet doing the same thing with low production will benefit when a low level factory has to be built first because there is still production being modified by the factory while its upgra

14 Replies 26,442 Views

[quote who="DARCA1213" reply="10" id="3497152"] If diplomacy isn't in by this week my Empire will abandon diplomacy and just start conquering everyone like a drengin playing a strategy game! [/quote] Howling hordes of Drengi invaders drooling for fresh meat and cheap slaves race to the spaceports. Only to arrive there to realize there are no transporters because it is still the Age of Expansion. Screaming for blood and someone to blame for this blatant oversight,

16 Replies 25,421 Views

[quote who="Island Dog" reply="6" id="3497146"] I can't say the estimate date, but it's not going to be this week. Sorry. [/quote] "Look at the swinging watch... Only listen to my voice... Your eyes are getting heavy... You want to reveal the secret... TELL me when will the next beta be released!" "Bark" "Bark?" "Grrrrrr..." Thecw runs aw..., eh, makes a tactical retreat. Island Dog smiles

16 Replies 25,421 Views

When you start a new game the xml files seems to be stored into the save game data. According to Paul this is to prevent updates breaking a game. However when testing (or fixing a xml problem) it would make more sense to be able to reload the - changed - xml files into the current game save. But this should be available to testers/modders without burdening the regular player (because of the game breaking risks). I therefor request that if/when this is supported then either thr

0 Replies 1,683 Views

[quote who="igorCRO" reply="8" id="3496860"] Quoting Thecw, reply 1 "Aaargh, call The Doctor. The Cybermen, Daleks and Weeping Angels have arrived". "Which doctor?" "Not a witch doctor, Doctor Who". "Doctor who?" "Yes." "Doctor Jess?" Daleks kill diplomats. Doctor Who never gets called. Daleks conquer the galaxy. it's not Doctor Who it's The Doctor <b

13 Replies 49,837 Views

[quote who="dppetey" reply="5" id="3496681"] I've been having some puzzling results from some of my battles recently. I went heavy into beam weapon tech, then built a fleet of four ships, each having 44 beam (disruptor), along with 21 shield, 11 point defense, and 46 armor. Several times I had fleets like this go up against enemy fleets. One of those fleets had total values of 20 beam, 30 missile, 6 kinetic, along with defenses of 34 shield, 33 point defense, and 2

9 Replies 49,418 Views

@Gilmoy: If you can reach tier 3 of the benevolence tree i found it a better choice to take "Empathy" and build the "Missionary Center", this will help you to acquire the rest of the benevolence traits (including "Breakthrough": 300 rp and "Quantum Leap": 1000 rp) without further colonization events. With hindsight it became clear to me that one of the factors in my fastest game was the fact that i colonized sufficient planets to reach "Empathy". The extra planets didn't h

11 Replies 118,203 Views

"Aaargh, call The Doctor. The Cybermen, Daleks and Weeping Angels have arrived". [e digicons]:grin:[/e] "Which doctor?" "Not a witch doctor, Doctor Who". "Doctor who?" "Yes." "Doctor Jess?" Daleks kill diplomats. Doctor Who never gets called. Daleks conquer the galaxy.

13 Replies 49,837 Views