Right now it's insanely easy to create max ranged sensor "drone" very early and give yourself a huge "vision" for detecting the ship movements of everyone else (not as ridiculous as it was pre-last-patch where I could "watch" an entire medium map with ONE ship, but it's still pretty crazy). So. the idea of being able to add cloaking modules to reduce opposing sensor ranges sounds interesting. So if your enemy can "sense" at 15pc maybe you reduce the range at which your ship can be de
Voqar
I build starports on all planets too. Ships are the "currency" of expansion, development (constructors), and war and I can never have enough of them. I generally only build constructors on smaller worlds and they take forever but every extra constructor helps - and you can always switch out, switch out and do a buyout and a mostly build ship, and/or build smaller warships too. On larger maps and/or once you have a large number of highly productiveworlds, I could see getting rid of s
Never would be fine with me. There are plenty of multiplayer games - the gaming world needs more games focused on quality single player gaming like this one. For me, even if I was into multiplayer, I think it would be pure torture to play a TBS in MP mode. It can take hours to finish a single player game, it would take a ridiculous amount of time to finish MP.
First off, I had/have very, very high expectations for this game - and I think many others do too, and that's a big reason why there are so many "constructive" posts about feature/enhancement requests and/or bug reports. For me I think this high expectation level has made me hypercritical of even the most tiny flaw in the game. I think the game is a bit buggier than I expected it to be, considering how long the relatively open beta was and how long the gamma was. I would expect a lo
There's a little button (same color as your interface) on the lower left hand corner (and top edge) of your main interface panel when viewing the main map. Click it to set a rally point. You can choose from a few different types of rally points and rename your rally points. Once you've setup some rally points, you can do a few things. 1. Set a ship to go to a rally point. Click on a ship, look at the ships icon in the lower left hand portion of the interface, and look f
I really don't like having really strong random events. It invalidates all the effort I've put in if the game is suddenly just handed to me. I fully agree. I like random events but I don't want a random event to totally alter a game. I don't want an easy win from a random event any more than I want an unavoidable loss.
I'd have to somewhat agree...and the AIs will exploit them too...since I always see them taking out minors very early in my games. A minor is just a nicely developed PQ15 colony waiting to happen that's marginally more difficult to "colonize" for either me or an AI.
The farming issue probably will force me to restart. I didn't build any farms to start and I probably am too far behind to build them now. You could always destroy an existing structure to add a farm in your current game. It's very unlikely that you'll build large numbers of farms on planets since they'd raise your population cap to
Bug or intended. Also seems a bit excessive to have every citizen on a planet in the defense force, not to mention all of them dying if they lose.
I like a mix of specialization and generalization. I specialize one world each for the tech/manu/econ capitals (assuming you'll have enough planets) and I like a few production heavy worlds for serious ship building. So far I've been putting shipyards on every world, even the tiny ones, so they can produce constructors long term (takes em for ever but at least they contribute over time). A lot of worlds are simply too small for extensive specialization so I'll give em a few extra factories, l
Thanks for compiling that list.
3. There have been some good comments on military rating...but I'd add that minors usually start on PQ15 worlds and they usually build each of the "xxx capital" wonders. Ie, they have an ultra juicy planet. I usually try to conquer any nearby minors ASAP since they have better worlds than I do. The AIs take them out early too. So forget extortion - the world itself if far more valuable! After you get that juicy planet, populate it a bit, and it's cranking out capital warships every few turn
I find this to be an issue too and I remember reading about it back in the beta phases - but I don't remember what the response was from the devs. Another possible solution might be to get incremental value out of anything but the lowest level structures. So, if I build a tier 2 factory, when it's 50% complete I get tier 1 production out of it. If I build a tier 3 factory I get tier 1 production at 33% and tier 2 production at 66%. This would simulate the upgrading track of going f
My advice to anyone who sees weaknesses in the AI is this: Play on one of the harder levels and you will weep openly at how good the AI can be (and its alot more fun too I'm playing on "tough" where the AIs are "intelligent" and I don't think they get any smarter (by definition) on higher difficulty levels - they just start to get resource type
I use a mix of views. I like to zoom out between turns (especially once I have a few sensor "drones" in place) so I can see ship movements on a larger scale. During my turn I'm usually zoomed further in since everything looks so good, with some zooming out for larger strategic decision making (and locating stuff).
1) don't care - it gets tedious and old fast 2) some different modules might be nice - cloaking to reduce (not eliminate) sensor trackability, for ex 3) so what happens if it gets cut off? planet instantly rebels to nearest food source? the present system works pretty good 4) don't care, tiny detail 5) personally don't care but I know a lot are interested in this. on a game of this scale (where you're managing entire galaxies of planets it doesn't seem like something that
Also, the vision for my sensor ships occasionally disappears. This mostly seems to happen with the ships that I create specifically for that purpose, ie. I throw as many sensors as I can on to the largest capacity ship I have. The most recent patch limits sensors to a 15pc max, so loading up a larger hull with sensors is no longer very useful
Something I'd add... In my present tough game, same one that I'd made some observations about yesterday, the Drengin and Yor are constantly declaring war on me...which isn't a big deal...that's what they do even if it's often pointless and hopeless. At one point a military resource a decent ways off my border became available and I managed to nab it before anyone else (this is a ways into the game, someone else had it and lost it). It happened to be in a rare moment of pea
So far in every game I've played the precursor ranger event has happened multiple times (the one where you or an AI get a ridiculously overpowered ship). I usually get one first, then at least one AI gets one - and this is still early in the game (since I've yet to come close to running out the tech tree in any game). It's ridiculous when you're researching techs to get an attack 3 weapon, taking 10 weeks, and your best ships are 12ish/4ish, and you and AIs are getting these 66/24 ra
I agree, I see the same things playing on "tough" vs "intelligent" AIs. When I plan to gift an AI some ships I'll fleet em up and send them to one of the AIs planets first, then gift them. They seem more likely to use them when you do this. Even when you do this though they often don't use them intelligently. I've usually send enough ships for the AI to make a fleet and they don't always reform the fleet when they use the ships. I've seen em attack a nearby enemy fleet one ship at
Kinda odd that this isn't available via SDC and the whole process is a bit confusing. My question is, are old saved games compatible with the changes?
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I do as Kryo suggests. Usually the AIs share tech and when they all keep offering me the same weapon tech I can somewhat guess that's what they're using. Same with defense - I can make a reasonable pick at what weapon type to use based on what defense techs they all continually offer. I follow up by checking some of their ships. I usually build some tiny sensor loaded ships to monitor the fringes of my empire, and with their range I can usually scope out some enemy ships to see what they're
Sounds like both are cheese to me! You can cheese and avoid the negative aspects of powerful invasion tactics or you could cheese and do a doomed invasion to damage a planet (a terrorist attack of sorts). If the AI uses the cheese mentioned in the original post it's not so cheesy. Real cheese to me is exploiting gameplay that the AIs won't or can't exploit. Eek.
I get the white flash too...it's somewhat scary. Mommy! 6800GS AGP, 82.xx beta driver