Essex, I think it's divided by the square root of the number of games in the last month (31 days).
Harel Eilam
[quote]Just one big happy, dysfunctional-at-times continental family.[/quote] Sounds like Europe to ME. :-)
[quote]Shalom Harel Eilam "Baruh atah Adonai Elohainu melekh ha olam[/quote] I'm not jewish, dude :-)
So, now we need to think if this is because the players are better, or because playing Maso is the only way to get anywhere in the metaverse? For myself, I'm wondering where's my gigantic/maso...
Wow, Mayito, Humor. For myself, the actual hottest place on Earth - Israel. What, all those bombs put out alot of environmental heat, you know.
Yes, Blue-Steel, well done. I managed to finish my first gigantic-Maso too (after crying about it for ages) with a respectable 45k. A few more of those and you're little kengroo empire will be at fourth place. :-)
[quote]And I am sure that teaching those ANZACs a lesson has nothing to do with it, right?[/quote] Right. Their austrlian, dudes. They are going to be defeated by sheer force of their inaptitude. We don't really need to put an effort. We're going to win regardless. After all, it's one of our colonies. They will do as they are told. The criminals.
Orpon, I just managed to finish my first Gigantic-Maso. Yes, it is extremely hard. None of us are as worthy of Cotal. To us mere mortals it's difficult. A few things. First of, even the usual tactics of turning the enemy one against the other is almost completely impossible, it costs a tons of money (or, at least, I didn't manage to do it). I played with fertile planet setting - which means tons of planets and a very speedy pathway to pure good. Also ,it makes scouting easier - no need
We live for the Cotal, we die for the Cotal. My god, who ever knew an australian can do something right?
Rare planets? I usually go for the very common - it negates somewhat the AI advantage of knowing exactly where all the yellow suns are. Why is rare planets better? I would say it's more difficult.
[quote]course, you would have to declare that the starbase is of ship-class, or influence-class or whatever. It would basically allow to develop a specific ship into a super ship, and only this kind of starbase could be converted into terror stars.[/quote] No, that will be a drastic change to the game's design. Ship construction should remain on planets since the game design is so centered around the social/military/research concept. There is no way Stardock should even contemplate chan
I still can't tackle Masso. Then again, I'm the enemy - but it's still annoying. Maybe someone can recommend the kind of map they prefer to play with? Starting locations are key, I know. What do you prefer? Do you use tight clusters or something else? Please advise.
She lost it Admiral. She lost it and she is seeking all the time. It call her, yes it does. Her precious. Her... marbles.
You didn't follow my message all the way - I said you shouldn't be able to continue selecting a path when you already reached the maximum - so you can still flip-flop. However, how do you suppose we balance someone who keeps getting big advantages as an evil player but he doesn't continue to suffer any further impact on his morality?
This isn't the best thread for it, but I'm going to post it here anyway. In my eyes evil tendencies advantages should be curbed somewhat so something with a morality of zero can't go and continue to choose all those beneficial evil advantages. My point is that a player that doesn't care about his morality at all, going for pure evil, can use the "random-load advantage" (meaning they load the game until the random colonization event grants them something really good like a planet quality increase
The end is not near until I say so! So says the sooth-sayer, Harel the armaggedon bringer.
Oooo! I can help, oh godess?! Please?!
Since ship-editing isn't possible per ship (at least, I highly doubt it), I would like to see some global ship cosntruction screen that will allow me to set some policies. So, for example, I would like to say "I want Dreadnaughts to cost 50% more but give them +1 range". How can it work? Similar to starbases modules. I research technologies that allow me to add "options" to existing ship classes. Each one of those options will modify the ship - most giving specific bonuses for extra ma
A guiding rod, ah? That's all you women think about. [ducks and grin]
Arrrr.... shiver me timbers. What? Why are you looking at me like that? I'm not a pirate! I'm a good guy! I'm loyal! no, no, help! The bleeder's are throwin' me overboard, ye scounderls! What? No I didn't say that! Help! Ahem. I'm still a little bored from Yom Kipur, thank you for asking. My mind has yet to return to "normal" parameters. End. Period. Log out.
[quote]I thought that was his problem. I can't think of any other explanation for his idiotic behaviour[/quote] He's a man. He's supposed to be stupid. Why do you think male touts PMS all the time? They think it gives them an edge. The truth is, women are irrational while having PMS - males are irrational all the time. In the mean time, all hail Cotal!
I only have one question - how exactly do you cure patients? Do you jump up and down on them? [grin and ducks]
Right on, Mayito. Down with the male hegemony! Oh, wait. I'm a male. Damn. Oh, well. Down with me! Viva la revolution!
That's what I'm doing, but it's annoying as hell. How about a fix, oh benevolent frogboy?
I guess. It's just that everyone who tells me how they beat Maso games uses all those boring tactics like swapping tech, culture-star-base-domination, all tried and true systems. I try something different every time. Really, using the same tactics all the time is boring. Bah. I'll try it another time, I guess.