TheRealWarpstorm

TheRealWarpstorm

Joined Member # 618720
0 Posts 152 Replies 4,344 Reputation

I think it could be fun depending on how cloaking is implemented. If all it did, for example, was to make range at which a cloaked ship could be detected smaller based on the some ratio of cloaking devices vs sensors, then it could be an interesting gambit. It woulnd't be much different than using subs in a naval game.

13 Replies 11,266 Views

Well, the reason for my weak medium ships is that I never bother building small ships. They are just too weak/small to carry weapons. You must not have heard of miniturization or increased weapon tech <br

11 Replies 10,737 Views

Wow, I get a couple of hundred a turn late game (huge map, Humans-Neutral). Then again, I do make almost all of my trade routes go to the far side of the map. Individual routes can generate 30 or more a turn.

15 Replies 10,200 Views

The board wargame industry (which used to love the hexes for everything) has been moving away from hex-based games for strategic level games. The point-to-point system popularized by "We The People" is now the dominant scheme in new strategic level titles. Hexes aren't really much better as they are also a crude approximation and make for non-intuitive paths also. (Zig-zagging to go against the grain). They aren't significantly more diffi

16 Replies 11,838 Views

These quite obviously aren't bugs. You know this, because they're big fat deliberate features. It's like calling the ship designer a bug. I can understand how you might not like it, but it's not a bug. Sorry, I think 3 is a bug. Since you haven't detected the anomoly by any means how can your

14 Replies 9,556 Views

I have no regrets at all (except, maybe, that I didn't get involved in the beta). For the meager price and the number of hours of fun I've already had, it has been one of my best bargains in gaming yet (right up there with the Civ series).

121 Replies 87,887 Views

Whatever...this argument is brought out everytime a Civ-like game uses squares. I've read it a hundred times on this forum and every other TBS game forum. Most people have heard both sides of the argument. You could also use squares and have the diagonals cost 1.5 and still be able to travel on all cardinals (which you can't on hexes). The short answer once the dust settles is that it really isn't all that important.

16 Replies 11,838 Views

One thing you can try today is building a line (tight spacing) of military starbases with the +1 to movement upgrade on a beeline to your enemy.

18 Replies 11,459 Views

Why not just do like I do and use the governors and rally points. Yes, you are still cranking out armadas of construcotrs, but other than once per planet do you tell them where to go. After that, you can use the governors to mass redirect the constructor armadas to the next starbase with two clicks. As far as building starbases in others territory I feel that it is the same as our real world age of imperialism. The powers at the time most

47 Replies 37,154 Views

The auto-explore scouts seem to have a really sub-optimal exploration pattern. They seem to do a grid sector at a time. This is great for late game coverage, but in the early game the scouts should be directed straight to the nearest systems. I hope the AI isn't using the auto-explore algorithm for its scouts (I don't think it is).

22 Replies 18,490 Views

Who would ever allow a foreign, potential hostile nation to install/establish a (potential military) colony in its own territory? What choice do you have? Space is big, real big. This is the exact same situation that the European powers had in the Ages of Colonialism and Imperialism. Powers claimed

27 Replies 30,905 Views

Microsoft insisted on game developers doing this because certain versions of XP do not allow a user to write to subdirectories of "Program Files" except during program installation (i.e. you couldn't save your games).

11 Replies 13,101 Views