I really hope that this is the number of starbases in the same sector. Many have implied that is what it is, but it was not in frogboy's post. Just wanted to make sure.
Huzurdaddi
Super post. I'm giving this a bump.
"Look on the bright side. At least you're not censored. My favorite MOO3 thread of all time was" LOL Za H! ubertaco, So what does it taste like up there? Yum... Oh rantz you shit tastes so good. Yum. Oh yeah... more ... please. Please leave, ubertaco. I have no time for someone who attempts to swindle people out of their hard earned cash. Moo3 is garbage. Pure and simple. Even worse it's garbage made by people who have an attitude, which is ... uhm .. shocki
"To even suggest that GalCiv has more depth than MoO3 is ludacrious." Uhm, really? I can not believe that you are actually so dense as to think that when I said "a wealth of game options" I was talking about the check boxes at that start of the game. LOL. I was taking about the decisions made in game. How many are the? Do they all have actual game play effects. Do they have different facets or do they all basically do the same thing? By this metric, and it is the metr
"Moo3 had much more depth" Uhm. What the heck is "depth" please define. Is depth a wealth of play options that allow for varied game play? If so, GalCiv beats the snott out of Moo3 since player choices make little difference in Moo3, while they make a tremendous difference in galciv. And multiplayer without balanced starting positions is worthless. There is a reason why all successful multiplayer games have starting position balance as a key feature. Moo3 does not have balance
Have you done this yet? I would be interested in hearing how much production a PQ 100 planet has!
Jeeze I have to resort to self bumping ... how ... shameful!
Any of those dev lurkers around?
The diplomacy request is : Stop Trade route between "PlaceA" and "PlaceB" This would hurt people where it counts their bank book! Also I would like the AI to use this diplomacy option in their dealings with each other. And I would like them to terminate trade routes depending upon current relations. eg: The Altarian's are being extorted by the Yor. The Altarian's realize that they have 2 lucrative trade routes with the Yor. They quietly move two freighters to
CariElf, if you guys do add a couple of new modules in the battleship era could you *ahem* consider adding "huzurdaddi" somewhere in the description? Perhaps something like: hacker modules. Adds +3 to defence. Description: A module full of hackers who's job it is to attempt to decipher the command codes of the enemy ships and to subsequently use those codes to turn off their shields. In the parlance of the 20th century hackers whom they emulate : "0wzed! Huzu
Whoops! "Many posts on the boards recommend errantly stationing defensive pickets, even sizable pickets, around star bases." Hmm ... Guess I meant: "Many posts on the boards recommend permanently stationing defensive pickets, even sizable pickets, around star bases."
I tried this with a less serious title and not surprisingly it did not get serious responses. Anyone who has played the game for some time realizes that star bases with a full set of defense modules are very hard to destroy in the early game. Star bases with a 15 defense are expensive, but not uncommon before the advent of the battleship. These star bases are very hard to destroy, requiring sacrificing many ships. Which makes sense considering the expense of such a star base, well over
Uhm, the problem is that you have to go so crazy stacking ships on starbases. You pay a lot for all of those modules that you are stacking on the starbase. They should do something. They DO do something early on when you have a very small +defence and +offense. The problem is later in the game when the offense and defence modifiers are quite large and those modifiers are not applied to the starbase modules. Jeeeze. I guess I'm not being clear.
BUMP. I just checked in a save game, just to make sure and I was correct, starbase defence modules do NOT get the civilization's defence modifier. This really makes starbases pretty weak. Sure a starbase with Basic Defense, Advanced Defense, Advanced Shielding, Barriers, Deflector Shields sounds pretty intimidating. It has a defence of 3 + 10. Compared to a battleship's attack of 9 that's sounds like a good deal. However throw in the technological additions
What I meant to say was that star base defence modules do not seem to gain bonus from your +defence and +offense. This means that as time goes on these modules become less and less effective compared to ships. In a galaxy with a good number of military resources the starbases can be beaten by pretty small ships, even when fully loaded with defence modules. I'm just asking that maybe starbase modules should be affected by the normal upgrade process that affects all ships in the
So could you sort them in terms of which seem to give the best ROI that could be very useful.
Those poor, poor starbase crews. While the crews in the spiffy new battleships and dreadnoughts, and heck even in the lowly starfighter, sit secure in the knowledge that every new military resource, ever little increase in attack or defense technology will make them that much safer, the poor, poor defenseless starbase lackey know that all of his modules, the core of his defense, will never improve. Please, think about the poor starbase lackeys. His modules should get the same additions
Ray, I see a lot of Huge and larger galaxies in your last wins. +2 speed is huge on those types of maps, but less important on smaller maps. Perhaps this pick should scale depending upon map size?
I don't think that Toaddog understands balance....
Norin, Holy bejesus. Is that a score of 25473 that I see? What the heck did you do to get such a score? How did you not trip up the cultural victory. That's usually the one cuts my larger games off.
Def Zep, Yes, I find that if I go for a lot of engine tech and basically 100% military for the start I have a good sized edge on the computer in terms of # of planets. I then have (usually) a breif period in which I am vulnerable to the computer after which I am in a pretty decent position. The only hitch I see so far is that I usually have a rough time getting gravity accelerators. Which would be very nice to have.
Hmmm ... too bad there isn't an edit feature on this board, I really think that the 2nd chart I posted doesn't really help in any analysis. But the 1st chart is pretty good. Just did another one. Not really sure if it makes total sense. The formula is to take the computed value of the ship as per the formula above (ie: (att+def)^2*HP / maintain), and the divide it by the square root of the total tech points. Why square root? Well to be honest, just using stright tech points di
Nice work. Very informative. I would have thought that PQ bonuses would have been better. Guess I was wrong! Of course the PQ bonuses have no maintainance. But still very insightful. Makes the decision much more difficult.
Have to say that the battlehammer is my favorite ship in the game until dreadnoughts come into play. They are great. Excellent maintaince to (attack+def)*HP ratio. Super buys, really. To be honest, I don't know if that's a really good metric. Heck, tell you what. Since I'm such a swell guy I'll give it a whirl right now! Ok, I ran the numbers, and let's modify the formula a touch and make it ((attack+def)^2)*HP since, well, you know attack and def are pretty important. <br
[quote] The hilarious irony is, one of the devs actually got a job teaching a class on video game development!!!!!!! [/quote] Irony? Perhaps. More likely proof of the old adage, "those who can do, those who can't teach."