Happened to me too, the first time I just wasn't able to figure what happened with my economy that was eating dirt, and I was waging wars :sniff!: ... The event is not very well described and I didn't think it had that much effect and lasted that long ! Indeed it's a challenge and one has to review its strategy to it : but 100-150 turns is somewhat too long for game balance, even if IRL recessions can be 10 years long ...
pdifolco
To prevent one race from trading with you, the only solution is to keep At war status with them. Amongst the cool Diplomacy items improvements that could be done, a Trade Embarog without war would be welcome (or it can be made the opposite way, with a Trade Agreement necessary to operate a route) To prevent ALL trade, drop out of the UP... To make trade unbalanced in your favor, research Trade techs and build Trade projects and SB modules to make the routes more profitable to yo
What I'm wondering is HOW Frogbiy & band managed the game tech tree without such a viewable/printable format... :CONGRAT:
Starbases Cheese-stopping : 1/ only allow a SB to be built with a minimum distance to the closest one (like cities in Civ !), say 6 squares. This will prevent any massive cumulative boost effect (speed, att/def, influence) and SB-wall defense 2/ only allow a SB to be either built or improved by 1 module per turn This will prevent insta-Terror Star or Culture bomb building Both of these looks easy to implement and IMHO will kill 90% of SB cheese tactics while lettin
I agree SBs should be capped. The simplest way to do it IMHO is like cities in Civ or MoM, just set a minimum distance between two of them : 4 squares will limit number of SBs in a sector to 12 approx, 6 sq will limit it to 6-8 etc.. This will kill most of the cheese and is easy to code/understand/analyse :) . Any takers ? ;)
They are rather poorly explained and have a "qualitative" feeling, no values, I can't figure out what they do.. Tried them, didn't see much of a difference :( Can someone help ?
Hotcoffeedude, I really like you last screenshots :) , the angled view of ships looks much better IMHO than the default top-down view...But does the rotation works/looks correctly ?
Found it !!! First line says "Windows 2000" Just change this ... LOL LOL LOL
rename it as .rar , I don't know why they messed up the extension... WinAce should be Ok, else try WinRAR.
1 vote for me, that'll be fair and cheese-killing :)
Did they only close the post (I can understand that, you weren't really expecting replies ;) ), or deleted it altogether ? Sencho has a good resume for applying as Information Minister :sniff!:
Yes, in fact it's a useful feature ... Whenever you din't want to really build stg Social, build it anyway but to near completion, then change it, start stg else, rinse, repaeat. So when you'll REALLY want the stuff because you need it/you can afford it, it'll get made in very short time, and you won't have lost a single "Hammer" ! :) With ships we have to play with the "carry over" factor : what I do when I don't need ships is to put costly ships - or constructors - in queues, then
Nothing here in France, I ordered an March 26th, 2.00 AM EST ... Already there was shortage ?? ;p But well, thanks ADSL, I dled everything on the same day ... well nearly on the same day, the server was sooooo sloooooooow it ended on the 27th ! LOL
We are now awaiting Froggirl ! LOL
Well, SE4 looks to me the most easily moddable game : everything is moddable AND simple to mod.. In GalCiv data files are OK, but all graphical stuff are in some weird files format, hard to mod :(
I suppose the event could be modded to give 15-20 ships instead of 75-90, but I can't find it in the data files ... :notsure:
Oh HotCoffeeDude, We know who you're talking about, that authored the models : it's Atrocities, who now post on this forum and plans to mod GC :) ejoice ! :D ~SDC~
Thx for the clarifications ! However it still sounds cheesy to me to be able to have enemy reduced to -3 speed with 3 SBs having -1 enemy speed in each, which is possible with a pretty early tech, rather than have to wait for improved modules... IMHO the effects shouldn't stack at all .. And what about positive bonuses ? Do they also stack without limit, allowing Battleaxes or Dreads to get 10 moves/turns ? ~SDC~
It's 15 because 20% of 13 is 2.6, and 13+2.6= 15.6, rounded to 15 .. No downside AFAIK :) ~SDC~
Whoosh, very nice job ! Keep on the good work, and port all SFC ships to GC (and then SW ships) !! LOL :D
I'm more worried by the uncanny ability of a bunch of stacked Constructors to pop up a TS in no time than with the management of moving them...There should be a drastic limit on speed of "SB improvements" : it should take 1 turn to build the SB then another for each module (so no multiple new modules each turn) . For moving constructors, defining yourself rally points and escorting them with any useless Corvette to put them on "Guard" is good enough.
Bump, after 24 hrs it dropped on p 3, forum is very busy ! :) But well, some answers ?
Me too. Noone ever complained about ALL strat games AI cheating to death, and even then being laughable, now some go on and on because the AI may have some cartography or diplo bonus at start ... Plain ridiculous :p Indeed I think it's rather because Brad repeatedly stated the AI didn't cheat that many are seeking to prove the contrary (:(
Upgrade your drivers (Detonator) and check you DirectX version.
As for me I was really impressed by the AI on my first game : Yors were cornered, I besieged their HW while waiting for the sloooow transports to arrive, had a def SB installed ... and just before I could attack those damned b*st*rds surrendered to the Drengins, who were as usual the big nasty guys of the galaxy !! LOL This was very smart to them : surrendering to other races won't have helped them (I mean the planet inhabitants ;) ) very much, those were either far away, weak or alread