Different galaxy shapes! Like a multi arm galaxy with arms joinign at the core. Ability to choose 2-3 arms on smaller sizes, and 2-4 on larger map sizes
Astax
Wont go need limit of moduals per system! That way you can have lets say 5 bases but you can only build one of each moduel excluding green mods. So that if you build a mark I factory thingy you cant build another mark I on any other base in the system. And to build a mark II you will have to build it on that base anyway. This is good cuase it will 1) diversify a base 2) allow strong defensive bases 3) make it hard to guess if you are nailing a starbase with combat ability mods or production mods
For some reason I cant get any new topics via stardock in the forum. I have to view the forums on the website :( Am I being punished? :/ Or was there a patch or something I missed?
Im kinda disappointed. I have to lern to play from scratch, just when I was getting it down! And to make matters worse, its the AI that seems to be taking advantage of this the most and whiping the floor with me :(
Yeah I noticed that too, I just dont read it. I can help myslef for now. ~SDC~
Not only planet quality, enemy spying can lower moral aswell. ~SDC~
I always conquer a bit in early game, tech up to star fighter and transport, load up a few of these bad boys and 10 star fighters blast any planet in the cluster then send em to another cluster. Sure it takes ages but that force will still beat down even after 30 turns. Well this is on Begginner so your comp might not fall for it. ~SDC~
only thing you should ever run at 100% is your tech, and thats if you fall behind technically cuase that's what really gets you into trouble :( I may be wrong, but this is my experience. ~SDC~
All my planets not building any military projects are set to build constructors, and why not? ~SDC~
I meant you will never build a colony in that sector since there are no systems there :( ~SDC~
Well the key thing being you will never build a colony in that system so the moduels that affect production would be irrelevant. However do consider that you can build terror star and move the base to another system!!! So such a restiction wouldn't do any good, it might even harm you when later you want to move a beefed up starbase you built right outside enemy borders into a system you conquered and you want the production benefits right away. Although im not all together sure you can
I think you build a political capital in another system it moves it :/ ~SDC~
To Frogboy: yes it was YELLOW and I have a saved game just dont know how to get it to you. ~SDC~
Got a traderoute amendmant. How about you are limited in the number of traderoutes by the number of trade goods you possess plus your tech (like the +1 traderoute techs). And when you start a traderoute you get a prompt what kind of a good you want the traderoute to carry. You can only assign one trade good to a route and the tech ones give you traderoutes without sending a tradegood so you can choose that option if you still have lets call em blank traderoutes left. But if you mak a traderoute
Yeam I never would part with gravity accelerators. Those things are the deadliest things in the game in my hands :( ~SDC~
And more importantly how? I only use yahoo mail and they dont seem to want to attack my rar saved folder to anything. Tried uploading to geocites, wont budge either :( I have a saved game for Frogboy, and its saved just perfect so you can see the AI stupidity at work trying to kill a freighter thats protected by UP law. :/ ~SDC~
I heard its easier post patch :/ Oh well I was able to keep it at high 60s witha 30% tax :/ So now I mgiht go higher.
I heard its easier post patch :/ Oh well I was able to keep it at high 60s witha 30% tax :/ So now I mgiht go higher.
That's pretty bad :( For things such as this u need to surround yourself with starbases with intradictors and make sure you put them on the far side of the sector from the side they will be comming from. The movememnt penalty only works if they start the turn in same sector, so unless their movememnt is 12, they will end their turn inside the sector before attacking your starbase, never to move agian :( But you need a lot of starbases and the corner systems are trickey so a straight line across
The fifth X is what you write on Moo3 CD so you know not to put it in your CD drive, ever agian :/
Man these patches are poping up faster than I can complete a gigantic gal game :/ After 2 days I had the galaxy on its knees, through cunning and well planned strategy I led the game at all stages in population, production, fleet size, research, and economy! I had finally found a way to stabilize moral and someone just posted its a lot easier to stabilize moral post-patch.
The bugs arent a problem, its the interface!!! A typical turn when I did nothing at all I had to click atleast 5 different things :/ Sure I can turn a lot of the alerts off but then I would be clueless as to whats going on in the game! For that the game can play it's damn self. Everything is a menu after a menu, not nice people figures you can move around like in part two. Diplomatic messages are too hard to read. The list goes on. And their revolutionary combat looks like a half done b
Mr Frogboy I think it was the yellow guy :/ I will load my old save game to confirm when I get home tomorrow morning, I hope it's still there :( If it is I'll email you it too.
HOHOHO I guess they got you good :( I have experienced War party aliens destorying me becuase their ships had 3x the hps of mine :/ But never 1k. Its possible. ~SDC~
How bout selecting multiple ship groups liek one directly infront of the enemy ship/stack and another one next to him aswell and selecting flank combat manuever. That way spliting your stack and attacking from two directions at the same time may be more effective then just stack vs stack :/ It would rquire tactical planing and such and some ships might be better suited for the front attack and others for the flank so you would get to choose which stack is which and making stacks of different shi