Non tu ne peux pas initier une proposition. Tu votes quand une propal arrive, c'est tout.
LDiCesare
Map Editor: Freezes windows. Must reboot. Same as Ray. I ran roundrobbin game. My team mates, the Altarians, helped me fight the Arceans (well, they did all the fighting, the Arceans and the Drengins were too far away anyway). Then they asked my help against the Yors, with whom I traded a lot. So I said NO. I remained a faithful team member/ally of the Altarians while not helping them in their war. That should not be possible. I should have been thrown out of the team or forced into war
Considering the editors crash the system systematically, it's very much a beta...
squirrelpire, I think you're right, but this can produce weird things: I A,B,C,D are allied and I am allied with B,C,D: I attack A. As an answer, B attacks me. Now, C can attack B who attacked me or me who attacked A. Here, C's decision looks like random.
[quote]Also the point about having to use more starbase to culture flip would mean the games takes longer and sooner or later one of the AI will have grown big and overtaken the others, which leaves you and him - at this point it is pretty likely the AI will declare war. [/quote] No. It's much much much more likely I'll win by alliance at this time. Again, Sirian is right, the problem with culture flipping is that the ai doesn't try to fight it. Let it build culture starbases, then
Don't hit the minor races button after they're all been wiped out either. I commented a bit in Cari's thread. I love the option to have random galaxy size and planet habitability. Really great fun.
[quote]dont click minor races buton as this causes CTD so does the Council screen when you change type of gov. cari is this supposed to be full playable beta version or just 'sneak peak'?[/quote] Not true. It crashes when there are no minors left. If there are still minors, DO click on the button. You'll know at last what Carinoids and Alexians look like. Now that may be the art for the new races, but they are good looking. One weird thing: Why were all the ai's set to pure goo
I used to but no longer, mostly because of the tech anomalies, but also the space sharks. In fact, I tend to use auto-survey to check where the nearest anomaly is, and then switch it off.
I just don't build capital ships. One frigate or corvette to take out the colony ship, AMMs to take out the rest.
Downloading...
Les planetes unies ca arrive de temps en temps. Peut-etre 2 ou 3 fois par jeu, plus s'il dure longtemps, tu auras droit a un paneau annoncant que les Planetes Unies se reunissent. Il y a alors un vote sur un sujet du style 'doit-on echanger des technologies entre civilisations?' 'faut-il un cessez-le feu immediat entre toutes les races?' 'chez qui doit-on construire un zoo avec des monstres spatiaux' etc. Tu votes en fonction des points d'influence que tu as, tu as davantage de voix. ~
The combat is not always won automatically. I withstanded many Torian invasions successfully in a game a while ago. If the defenders have enough soldiering/population/defense improvements, you need several transports to take them away, sometimes having to use specific invasion tactics. So it's not always an instant win, it can be an instant loss. Now a fight that lasts more than one turn might prevent alpha strikes. I don't know how gameplay would be affected but it could be worth playt
The real question is: Who else could have been?
I agree with Sirian. I miss the point of reducing the amount of free research. I don't want to have tech resources or buildings be worth nothing, which is effectively what they'd be without a free bonus or a nerfed bonus. That's perverting the game for no avail IMHO. To make it harder, have the ai try to compete for tech victory instead of researching excaliburs or warships. If the ai tried to win by science and could win by science, you wouldn't need any nerf. Cultural victory
[quote]It is aslo a good idea to try and get tech boosting improvement, tech's and ressources.[/quote] I don't like these too much. They cost a bit to maintain, and the paying increase in research is often too much for my economy to withstand at 100% funding. This is still a good idea because of the free production, but the upkeep costs make it less attractive. I tend to build research improvements only for their +influence value. Otherwise, I have to play with the spendings bar every t
You keep all you researched. It's totally possible for instance to switch research project when your survey ship nears an anomaly, get a bonus in that tech, and switch back to the previous one. You'll get the bonus from the anomaly for the tech you switched to, and get your end of turn research in the other.
I'd feel better if the ai did use starbases efficiently and had lower bonuses in the other areas. This is the real improvement I'd like to see with starbases: Let the ai use them intelligently.
Il n'y a rien de special a faire: Si tu veux declarer une guerre, fais-le, et un panel apparaitra pour te montrer le resultat du vote du senat. Je ne suis pas sur que le senat fasse des interventions en dehors de la declaration de guerre (e.g. tu peux utiliser les etoiles de la mort quand tu veux si tu es en guerre). Je ne sais pas si les embargos sont actifs.
[quote]I think the better starting move would be set tax rate to highest level I get 100% moral.[/quote] Agree with you and vincible here. You can adjust that by using the propaganda slider on lower PQ planets.
Thanks for clarifying.
You're better off selling military techs for other techs than the other way round. The ai values military techs a lot. Really a lot. Even crappy techs like defense theory or deflectors will cost you a lot to buy, so you're better off researching them yourself and trying to exchange them for whatever the ai might have (tech, money, ships, IP...).
I think you cannot mod something like this. Attack/Defense values are fixed. This would require the defender's ship to have an attack/defense dependent on the attacker's. I don't think there is anything to allow that in the current code, though Stardock could implement it if they wanted to.
I still don't get your point. Your first post made sense, and I respect that opinion. I didn't criticize it. Your second post just doesn't make sense to me, so I asked for clarifications and spoke about what might be the point. I can't see the relation between a rule detail and the goal of the game being to win. Could you clarify that for me? I just stated that starbases were not necessary to win, so relating the starbases to winning seems a moot point. The question is whether they are f
[quote]Under attack, they could divert power from the Astral Spa and Casino to massive reflectors that invert attacking energy and reflect it back at the attacker.[/quote] What? Diverting energy from the casino? Never! If you do that, I'll sue you because I would have won when the power suddenly went down. You shut the starbase pretending a massive Arcean attack when it fact you just wanted to steal the 10000bc I was going to make. You'll soon hear from my lawyers.
[quote]The goal of this game is to win the game, not to play to loose[/quote] I can't see why you're making such a sybilline comment. The goal of all games is to have fun, trying to win the game. I can't see what the rules have to do with the fact you want to win or not. The ai should use starbases as players do. If you like beating an ai that can't build as many starbases as you, ok for you, but I like to play without cheesy tactics like "let's build a +100000% culture bomb". I often w