vincible

vincible

Joined Member # 651373
0 Posts 0 Replies 155 Reputation

OK. I encounter a fair number of "Americans are jingoistic burger-eating conquer monkeys" posts on various forums that I visit (not this one, obviously) so I'm probably a little overly sensitive to it.

10 Replies 287 Views

There is at least one governor, BoogieBac (another Stardock employee). I think the highest I've seen a non-Stardock employee achieve is Ambassador. I remember a Diplomat mentioned once that there was no difference between Veteran and Diplomat in terms of site access. Diplomats post in the GC. [Message Edited]

17 Replies 366 Views

Veterans get to go into the Galactic Council, which has had a grand total of six posts in the last thirty days (not six threads). Four of those posts come from an absolutely glacial discussion about the lack of activity in the Galactic Council. There have been eight posts in the last sixty days. Are you jealous yet? [Message Edited]

17 Replies 366 Views

Wizard gets higher-level spells slightly faster than sorcerer. From what people tell me, sorcerer is better in combat, while wizard is more versatile. But I've never played 3rd edition so I don't really know. I'll probably be a wizard.

205 Replies 4,024 Views

I think you could probably "lure" them away with a scout or something--I think they just beeline toward whatever's nearest, so you could lead them to enemy starbases or use the sharks to strip away planetary defenses and things. I've never had an opportunity to do this though--sharks hardly ever appear in my games for some reason. [Message Edited]

11 Replies 2,964 Views

Playing maso, I generally don't attempt any trade goods/wonders until after I have built my Manufacturing Capital (which is a high priority). If you get that on a high-PQ planet then you can crank out a trade good in 4 turns or so, which minimizes the risk of being scooped.

21 Replies 2,729 Views

Stardock is really helpful, but I think "officially" Strategy First is supposed to handle tech support. So you might try emailing them, on Monday of course. [Message Edited]

2 Replies 77 Views

I mean, by the time you manage to finish the tech tree, haven't you already managed to reduce the AI to a couple worlds in the corner somewhere? I've never had a game that was still competitive by the time the wormhole techs came around, let alone Beyond Human.

17 Replies 405 Views

Black Shade, I was referring to the "turning on/off maintenance" idea, not the global destroy idea. I have nothing against a global destroy. [quote]anyone else find it annoying that when you finish the tech tree to go through hundreds of planets and destroy research buildings[/quote] Haven't you usually won by that point? Why would you keep playing? [Message Edited]

17 Replies 405 Views

As said before, it depends. Mods that drastically change the game mechanics make it easier, since the AI is optimized to deal with the unmodded game. LDiCesare's range mod is a good example. Mods that add new techs or enhance old techs also mess up the AI--you change the value of that tech but the AI doesn't know it's more valuable. Adding morality events probably doesn't have a significant impact (unless you play games with it, like making your only event be something with -50 PQ for the good c

10 Replies 2,700 Views

It's maintenance. If you don't pay it, it falls apart--metal parts rust, the banners of your embassy are eaten by mice, and so on. Why is this unrealistic? Sure it would be useful, but I don't see it increasing the fun of the game in any way.

17 Replies 405 Views

Terrain would be really nice. Some equivalent of "roads" would be really nice too, especially on the big maps. Your first idea I don't really have any strong feelings about. Sure it would be nice, but it's just one extra click. No big deal when you've got a monstrous constructor clickfest late game. Your second idea, while certainly more realistic than the current "sector" system, wouldn't change the game in any significant way that I can see.

52 Replies 2,035 Views