I have noticed that the AI tech trading patterns essentially force you to heavily tech trade yourself lest you fall behind (and miss out on a significant source of revenue). While this is not a huge deal, it does mean a) AIs have more or less total tech parity until sometime mid-game. b) if you want to trade a tech, you better trade it to EVERY other ai in the same turn (which is kinda tedious). How about limiting the each player/AI to 1 or
Horatio
First off: Cheers to Frogboy et al for making such a great game and being so responsive to the player community! My requests/ideas: -Ability to upgrade ships while in orbit...or is this already available and the button is just non-obvious? -Allow removal of parts while "upgrading" a design in the designer (bug or feature?). Right now if i want to replace those Stinger Mk. IIs with Mk. IIIs in order to squeeze on a new e
will neutral civs get access to any new ships? the game is currently structured so that there's very little advantage to staying neutral and this would seem to add to that trend. right now there's really no point in not being extremely good or extremely evil. please correct me if i'm wrong. cheers h edit: these new ships sound really cool btw. didn't mean for that post to sound all whiny and negative. [Message Edited]
While I voted for choice #2, i did so with the expectation that v1.2, with the addition of the logistics ability, will make starbases a much more valuable commodity. cheers h
interesting...i'm assuming there's no way of affecting this value outside of morality events? i believe i had a negative value in my last game due to some economic event. cheers h
ray, what does "interest rate" do? do you actually accrue interest on a positive balance (and lose money on a negative balance)? is it an annual rate or monthly rate? cheers h
the UP problem is caused by the game only looking at the last few UP issue files in the "\data\UP_Issues" directory (there's 37 of them). that's why the warfare and headquarters issue are always selected, since they are the last listed alphabetically. i just backed up the directory and removed a random number of files so that a different issue would be last in the list. i'd have to change it every time the UP assembled though in order to get a different issue everytime. if that
i just played through the game for the first time since april 2003. i set the AIs to genius ( i was on maso before, but i figured the game would have changed a lot ) and won without firing a shot in anger. anyway i was surprised at how little the game has changed considering the various versions and the expansion pack that came out in the interim: 1 new ship, 1 new technology branch, some new anomaly graphics and a whole bunch of UI improvements (tech tree, rally pts). there may have a
i think that modules, not individual starbases, should have maintenance costs. that way things like trade modules could have little or no maintenance, while party palaces and the like have high maintenance costs. this way you could balance the more abusable aspects of starbases without interfering too much with some of the more benign stuff. cheers h
how did my old login ID get veteran status? weird. cheers h
I'm a canuck, but your empire needs a better name like "Strange Brew" or "Hosers" or something. cheers h
i agree that this aspect of the game could use some clarification. cheers h
tell me about it...masochistic is finally living up to it's name. i think this is a good thing. i have yet to figure out any kind of coherent strategy. cheers h
does anyone actually use all 4 governors? i only use 1, but i could see the use in having a separate gov for "production-enhanced" colonies with lots of starbases. cheers h
just assign an "empty" governor to the planet building the special. then once it's done building, reassign the old governor. cheers h
costs also include money spent on production and research, not just buliding maintenance. this is why costs are almost always higher than revenue. cheers h
looks like my summoning worked after all. :p cheers h
my thoughts: 1. *nastier* AI. far and away the most important IMHO. everything else is just gravy. 2. "party" specific units/tech/improvements. 3. cloaking actually implemented. more technologies like cloaking that "alter the rules", provided the AI is smart enough to use them. 4. expanded trade info, so i can what all the routes, not just the ones i started, are worth. 5. UI improvements like tooltips, hyperlinks etc. 6. mo' stuff.
AFAIK you are correct. i wasn't a beta tester, but i think it's mentioned somewhere in one of the encyclopaedia docs. can imagine how bland this game would be without starbases? ugh. cheers h
popup target, i haven't played a game with 1.03 yet, nor will i until some apparent major bugs get sorted out. in any case, your points are totally valid. in my experience, however, i have always had such an absurd advantage due to military resources that avatar technology always seemed like a waste of research. the new version, once it has stabilized, will hopefully remedy this by removing the hp bonus from resources. cheers h
the AI really doesn't like parting with techs that allow new warships. in any case, avatars are only slightly better than dreadnoughts and cost 200 more to build. hardly gonna turn the tide. cheers h
"but everything works fine on my machine..." if i had a nickel for every time i've heard a developer say that one... ;) cheers h
i keep meaning to try this, but has anyone tried "canceling" a trade good in the details screen and then rebuilding it? this would solve the whole "disappearing trade good" issue with minor races. cheers h
is the starship bonus supposed to be att/def/hp or just hp as stated in the manual? cheers h
i summon forth A GIANT POLITICAL FLAMEWAR! or not... ;p cheers h