LordTheRon, yes, in last night's 1.03A build. Phoenixes are useless until cloaking is added to the game (CariElf mentioned that it's not in there yet). I like starhawks, as they tend to come along just about the time I'm ready to crank out a few more survey ships to help hero out, and 50% more HP and an attack of 2 instead of 0 is nice, given that they have the same production and maintenance costs. The AIs are always happy to buy them which pays for the turn or two that I used to
Popup Target
FWIW, Lightning Shield Generators were moved down to Dreadnought tech in 1.03A, so that might help some.
Just to confirm, the 7% PQ pick was intended to replace the 5% PQ pick? Sounds reasonable, given the fact that apparently someone thought that the 5% PQ pick was too cheap, as the 7% pick is almost three times the points. It's just that the feature list just said that the 7% pick was added, not that the existing pick was changed/eliminated.
Problem is, the new battle hammers have a less than 50% win ratio against even combat transports. Sure, it can still whack the light combat ships, but that's about it.
Frogboy, on a gigantic map with abundant habitable planets I hit 5 trillion on a 1.03 game (no +15%PQ) where I didn't take any evil PQ choices, I hadn't installed the advanced terraforming techs, and the population curve was still almost vertical when the game ended. Those "enhanced terraforming" techs are +100% combined, so I suspect that if I had put off the tech victory, I would have hit dozens of trillions in that game, and with the extra +100% I can't even imagine where my population would
O.K., 1.03A made major changes to the larger ships, so you'll want to take a look at updating your page, if you don't just get the new stuff from JavaScout, MadMaz. They changed the BattleHammer, Dreadnought, Ranger, and Avatar.
Well, they just nerfed the Battle Hammer. 40HP, so it can't even take out a Combat Transport now.
Fair enough. I tend not to push hard to end the game fast, so it's reasonable that my scores are going to tank with that modification. Good thing I play for the fun of it :)
oh, I'm not complaining, just saying people are gonna be trying to figure out what's wrong unless they pay attention :)
OUCH! Was the bug fix supposed to drop my score that far? It changed from (if I remember correctly) 9784 down to 2665. Was it incorrectly computing my score before, and that's why it triggered the "anomalous" flag?
It's not a standalone patch, you have to install it through SDC. I don't know if you have to have "show prerelease software" on or off.
Oh, yeah, people better pay attention to this update. Dreadnought maintenance up by 50%, Avatar maintenance up by even more. And expensive to build.
Ack! No kidding on the BH nerf! down to 40 HP from 90.
Frogboy, any estimate on when the update will be available? See what you've done, you've got us thinking all of our problems will be fixed within 48 hours now :).
Star Pilot, no those changes (the production cost of the Dreadnaught and the maintenance cost of the BattleHammer) were both officially made by the 1.03 update. The Dreadnaught change makes Avatars more viable (by comparison). The BattleHammer change makes BattleHammers that much more outstanding. :notsure:
Vanir, that's true for everyone but the Arceans, they actually do play better above intelligent under 1.03. They've got a chance of certain AI routines being active at intelligent, but they are always active at the higher levels.
In my last game, I finally saw the AI create several Phoenix ships, and lots of Rangers. I figured it would be a good time to figure out what the effects of cloaking were. The answer, as near as I can tell, is none. The ships were visible right up to the edge of sensor range, and then disappeared, just like every other ship did. Am I missing something?
I'm just starting to play against "intelligent" AIs, but I actually like starting near a corner. It does mean, however, that you expand outward as fast as possible, and then fill in what you skipped over after first contact. Exceptions made for high-PQ planets, since you don't want to risk loosing them, plus they'll pump out colony ships faster. That said, some corner starting positions are positions of doom. I had a gigantic start yesterday with a PQ20 Earth, PQ15 Sol IV and PQ16 So
Oh, forgot to mention one other funny part of the final war. I had sensor drones *EVERYWHERE*. The Torians didn't want to waste the big ships on sensor drones during time of war, apparently, because they were mostly using starfighters and phoenix's to take out the sensor drones. At least at first. Turns out the starfighters were loosing to the sensor drones because of the outrageous bonus to the sensor drones defensive rating :) Not a single fighter lasted long enough to attack a third sens
I usually restart a time or two, until I get an Earth of PQ 18 or better and either another PQ15 or better or a resource visible from my starting position. I'm more in the mood to play than I am to hit ctl-n repeatedly. Actually, there was one time that I got a very good/bad starting position, but didn't play it out. Gigantic map, PQ 20 Earth with a 15 and 16 in the same system. Two more stars in the same sector, a yellow with two 16s, and an orange that didn't have anything worth exp
I think that one reason the Battle Hammer has the attack/hitpoints that it does is so that it can pop out of orbit, hit a combat transport, and make it home most of the time. If you drop the Attack rating by one, or drop the hit points to 60, that becomes pretty close to a 50/50 chance, at which point you need to have a BH on every planet just to defend against unescorted combat transports.
I want (in addition to all the other things I've asked for :)) the new government type popup to work even when you trade for the tech that allows the higher form of government. In one game I went straight from the Republic to the highest government type because I traded for the one in the middle without realizing it (typical "give me all your tech and some of your money for these *HOT* techs of mine" type deal).
*snicker* True. I'm a little competitive about the metaverse, but I don't think that metaverse score directly relates to ability to play the game well, and even if it did, the ability to play the game well doesn't necessarily make you a better person. Of course (and the reason for the snicker) is because this brought to mind the following statement. Anal Retentives Unite, and the Metaverse is ours!
matso, definitely some kind of per-trade limit. In my last game on a gigantic map, I was the tech leader early on, and by the time I contacted the last AI race, I had about 8 techs that the AI didn't. So I threw all the techs into a trade, worked out the absolute max that the AI was willing to pay. I then started removing techs, and the deal didn't sour until I removed 4 techs. So, I put the last one back in, sent the deal, and then did a seperate deal for the last three techs. Afte
I just started my first game with AIs set above bright, but I managed to trade for tech quite a bit in my last 1.03 game. I was selling mostly, and I wasn't getting as good a deal as I was under 1.02,