Paguma, I've found one star base, without Party Palace, at one of my host worlds sector to be enough to flip some Altairian massively built up home world and second yellow star (enriched to PQ36 through that world improves event). We both had ONE influence resource. When I took over the Altarian home world, I found the half of Influence wonders that I did not manage to build first. And half the Military upgrades cost money. All Battle Stations cost 100, Protective Shields cost
Lord_StarPilot
[quote] #19 by Veteran Captain Jack Sparrow - 3/16/2004 Yeah. So what if we burn up a few million colonists unlucky enough to be placed on the outside of this huge massive mound of flesh around a colony ship on reaentry. It saves the cost of a heat shield. [/quote] Darn straight! :D Well, I suppose the GOOD civilizations break out a shuttle when they get to their destination world, and first unload all the exterior hung colonists. But the EVIL get to save all that shieldi
Dark Paladin... are you kidding? They just strap the frozen colonist on the *hull*, and then *each other* once all the hull is covered. It's space. And with everyone frozen, who cares how long it takes to get there? Or how long it takes to unload them and warm them back up later. Now, as for the troopers... their ships have actual defense, and the troopers have to be in fighting shape at the end of their journey. So, limited space for the troopers inside the armored hull, and probably b
Very minor error: Wrong error message displayed to user. When player tries to build a starbase module that costs money and the player's treasury is negative, the message that tells the player that he cannot build the module is the 'UP has forbidden the construction of starbases with more then 0 modules' message. Gave me a start the first time I saw it, as I was worried I'd missed a meeting of the UP somehow. ;) Just something to be picked up in the final polishing of AP. Thank
First thing is to grab all the good yellow and purple star planets. You can do that by setting your government spending to 100%, and setting your military spend slider to the top and setting the other 2 sliders (research and social) to 0. If you want to nudge up one of Research or Social, you can, but you want to be producing colony ships every 2 to 3 turns (exactly how fast will generally depend on your map settings. It's more important on smaller maps to produce very fast then on larger maps).
AP Campaign: It's the new Pay for Play Expansion that will be shipping to the public in April. It is named the Altarian Prophecy. It includes allowing users to create and play campaigns, and comes with at least one campaign created by SD... the Altarian Prophecy campaign. If you pre-order the game, SD will send you your serial number, and you can download the *beta* (still in development) version of AP. You can download it via SDC (Star Dock Central) following instructions posted on the
JT, if you are enjoying the game, more power to you. :D As I think has been mentioned: UI Bug: Gameplay effect - Cosmetic Team embarassment if not resolved before shiping - Probable. ;) String Not Found on Morality statistic. I have a morality of *11*. I mention this as I only recall it being mentioned that the Saintly string was missing. Thanks for the fun game!
Sorry, JT. I had thought you had asked why that tactic was "cheese". As I've said plenty of times here... I really don't care what other people do in their games. It's all about the fun. As long as you are having fun, who cares what the posters on some game site think of it? You play for your own enjoyment, not theirs. The only smidgen of bearing of how you play may have on their games is if they play the Masoverse. And if the Maso is that important to them, they will always complain. T
UI Bug: Ships entering same square as a stacked/fleeted group on autopilot with move left asks/allows User to give direction. Problem: Ship does not appear in the stacked list (for grouping, for instance). Little display at bottom of screen does not show the ship travelling into the same space as the fleet. As moving ship, the ship should not only retain input focus, but display/control focus.
Look J.T.Qwerk, you asked why gifting the AI bad worlds made from your "Morale raising" colony ships was considered "cheese". I explained it. It was so cheesy, that Brad and his people decided it was an outright cheat and closed out the tactic. Just like the 1 Influence gifting. And just like Tech selling (Of course, they restored Tech selling to all levels under Maso after the hue and cry went up). I consider some things "Cheesy"... those are strategy and tactics that do not add to the
Odd behavior ??? And new suggestion on specific game behavior --- I just tried to "Purchase" Diplomatic Translators (speed buy production). And I was able to do so. For some reason, I had it in my head that the player could not speed rush/purchase wonders or trade goods. Of course, I could be very wrong and just having one of those days. Anyways, it put me in about 200 turns of debt doing so (even though I could have made it in 5 turns from the start), so I do think that if you
You use Star Dock Central. Enable "Preview"s, register your serial number for AP in the SDC, and you should then end up with the AP listed in the games for download. If you need more detailed instructions, just let the forum know, and we will give more specific information.
Goblin Cookie... the colonists are not "alive" in the ships. They are just cargo. No need for support of any kind. So it seems to me that they must be frozen in some kind of statis and the colony ship's power unit is more then sufficent to keep them that way. This being just frozen as pure cargo also explains why there is no issue of the colonist in a ship rebelling (because they've been living in it for 10 years or more and forgotten), or growing or dwindling in size.
Disable minors does not work. With either on or off setting. This has caused me tons of aggravation while trying to play the smaller "balanced" maps. And here's why... I'm getting what seems to be all the starting minors in the game on my "share" of the colonizable worlds. So on the Medium map, where at a dead run you'd get 6 or 7, I'm getting 3... as all the others are minors. On Tiny and Small, there isn't a colonizable world near me when I start, but the AI still gets its share.
Well, I don't have a mouse wheel on my laptop. So, how about making an editable control where the number of colonist is displayed? Put the value of colonists to be loaded into the edit box. The slider would still work, but players would also just be able to type in the value they want (50, 100, etc) into the amount. When you guys have a spare 2 hours. ;) Thanks for the great game!
But when you get bonus speed, then the Mines would be able to move, won't they?
Map Editor: Suggestions: * Verticle and Horizontal scroll bars. * Zoom in/out on the View menu. * Add View Menu. :)
SLW: Eh. Most of the time, this place is pretty fun. But there are two types of repeating flamage: * Proposed scoring changes/fixes * How GalCiv sucks (now that I've played it awhile and a total authority on such things) and how Game X is much better then GalCiv and doesn't suck. You skip those, and you'll have tons of fun here.
Vertical scroll bar appears in Morale Events screen (on right side of text and choices box). It is on top of choice boxes, even though no scrolling is needed. (Version: 1.49J.005)
I prefer the largest map sizes. Gives you a longer game with longer possible peace snaps. If no AI is near you in startup, you can be up to significant tech. You can go all out from the start... or go Psilon. Whatever you have fun at, go for it. And I like sound, occasionally. ;)
DarkPaladin, perception is an odd thing. If people think you made the program faster (because you pop up a "Progress %" box or something), then they will be happy. Even though just calculating the percentage of work remaining, how long that will take, and displaying a dialog box showing them an inflating "Progress" bar actually slows down the program. Something to remember... perception is more powerful then the reality.
SLW, I'm sure the great people at SD are going to fix the non-permanent permanent UN issue and game only remembers what's happened since the reload for final tallying issue. They've taken care of such matters quickly and well in the past. If you've reported it as a bug in the bug thread, then the Great and Mighty CariElf certainly saw it and put it on the list of things to fix. Seriously.
Hello. This might be mentioned before but... Latest version (SD shows 1.49J[b].005) ignores the "Disable Initial Minors" Button setting in set up for free games. Unless that's meant to be "Enable Inital Minors" text label and on/set means they are Enabled? So far on all resets, the Carinoids have been either in my home sector or adjacent in 3 random starts. Thanks!
I just finished playing a 1.20 game with the PQ+5 pick. Worked for me... on worlds whose PQ is higher then 14. Once I got those PQ 13 and PQ14 up to "15", they then got their PQ bonus. Have you double checked the version you are playing and having the +5 PQ pick?
ZedF... I'm talking MoO1. You know, the game by SimTex? Are you thinking of MoO2, by any chance? The balance of attack versus defense was different in it versus MoO1. Certain techs in MoO1 are weighted to show up in most games played. Especially the important ones, such as Ion Weapons. With Ion weapons, you can conquer Orion. (That would yield Death Rays. Your ship arsenal is now complete. ;)) SMALL bombers? Zed, MoO1 is a production based game. Bombers are useful from the sta