citahellion

citahellion

Joined Member # 657592
3 Posts 41 Replies 557 Reputation

It was mentioned on another thread that while they wanted to add the "Retire" feature, there wasn't any budget for the new artwork that would have been required to move buttons around on the screen. So they re-purposed the existing button and moved its original function to a key which is hopefully at least still intuitive.

6 Replies 158 Views

If Terror Stars actually served as a deterrent to war in the game, I'd agree that they are not necessarily Evil. But since the game lacks the complexity and moral ambiguity of the real world, building something whose sole stated purpose is the destruction of an entire solar system (and necessarily every living thing therein) should be considered an act of extreme moral depravity, whether or not you ever actually use it for that purpose. You don't build a Terror Star so that you can say

47 Replies 1,015 Views

I do think, as per Jeff's original post, that Terror Star tech by its very name and its sheer disrepect for any living thing deserves to be an evil-only tech. Maybe down around 15 or 20 morality....

47 Replies 1,015 Views

You want to place your trade bases in the sectors that your mini-freighters move through. Note, though, that for a diagonal route, the freighters move in a rhombus-shaped pattern, since the default move method for an autopilot ship is always to move diagonally first. This is explained in good detail in some other thread that I can't find right now, but it's the main reason why people prefer a trade route that is either vertically or horizontally aligned. Basically, though, if the ro

7 Replies 334 Views

The mini freighters show up automatically, Grimthryd. Just build a freighter and send it off, and as soon as it establishes a route, the mini-freighters start flowing.

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[quote]We'll be just as happy going to one Disney park as another. And I can only spend money in one place at a time.[/quote] But you can decide to go more often, which makes you (and Disney) happier. [quote]Now for the tourists coming in they come to see everything and spend their money everywhere. They plan on going to see Universal for a day and check out Sea World for a day then go to Disney for a day. There may be more choices at Disney but the tourists will still spend th

75 Replies 3,761 Views

For the current sector-based situation, though, having the "Zone of influence" defined as the SB's current sector would effectively mean that a second starbase is completely meaningless. I don't like that idea; artificially limiting the number of bases in a sector doesn't seem like the right way to go. It's like saying that you can't have more than one gas station on a block; while a gas station doesn't WANT a competitor across the street from it, two or three gas stations often do coexist in

75 Replies 3,761 Views

Actually, I would say that if you move to a "Zone of influence" model for starbase effectiveness, the rule should not be 'No Overlap' but rather 'Larger Bonus Wins' within the overlapped range. Especially if there ends up being techs to increase your SB's zone of influence. You can build two starbases that overlap (or that end up with overlap after being enhanced), but if one of them has +25 trade and the other has +50, then the +50 is all you'll get in the overlapped area; and upping the firs

75 Replies 3,761 Views

When I take over a planet that has a trade route, it does show up in my route list... I've seen it quite regularly on several different versions. I've never checked to see if one of my own routes gets displaced or destroyed, though.

5 Replies 237 Views

I beat maso without using any of the three listed cheeses. I did, however, make use of the 1 Influence trick, although I could probably have given 50 or 100 each time I did it and still been okay. The major sleazy tactic that I use in just about every game, though, is the simple variation on the Constructor/Resource grabbing theme: I park a few transports by systems that are being cleared of defenders by alien-to-alien warfare, and then I invade the planet when there's no defense left

39 Replies 654 Views

I like the galactic terrain idea too. A Nebula where you can't see other races' ships (Wrath of Khan, anyone?), an asteroid field where you take damage while you pass through it, a roving ion storm that knocks down your shielding while you're inside it, a black hole to affect your movement within a given radius (and the square itself is impassable and destroys ships), a zone of "warped space" where your movement may not proceed as intended (this could be VERY frustrating!). Maybe the

49 Replies 934 Views

Thanks for the info, TheQuack and Ray. You'd think I would have realized that for myself before now, but this game I think was the first one where I was cutting WAY back on military spending in mid- and late-game. It does raise the obvious question, though, why are Ship Maintenance costs not included in "Maintenance"? It seems like an extremely logical place to put it... and it would avoid the counter-intuitive situation that I found myself in. Any developers care to answer

7 Replies 175 Views

Hello people, I noticed in the games that I've played since moving up to 1.10a that the cost of Military seems to increase over the course of time, regardless of my slider settings. Well, not COMPLETELY regardless, but there appears to be a base value that keeps increasing. It almost looks like I'm getting dinged twice for Maintenance costs. At the beginning of my last game, setting sliders to 30/30/40 (M/S/R) would produce something like 8/8/10, with 0 Maintenance costs. By

7 Replies 175 Views

To expound a bit on LDiCesare's post, your base ability is assumed. Having a "100%" listed in your economy stat means that you are getting a 100% BONUS to your base ability. Getting bonuses of more than 100% is quite reasonable mathematically, even though it doesn't happen often enough where my paycheck is concerned. :)

9 Replies 243 Views

Also please note that if you are using someone else's artwork, you really need to get the artist's permission to use it before you upload it to the world at large.

16 Replies 234 Views

Ah, I understand now. That's (obviously) not how I read it, nor how I think many people would necessarily interpret the description, but okay. Maybe a better 1-line description for the legend would be "10 games won, Metaverse score > 3000"...

8 Replies 194 Views

Hey, My medal list includes one that's listed in the legend as being for "10 games > 3000". But I've only submitted 5 games that are over 3000! Not that I don't like medals, but I probably shouldn't have one for which I'm not qualified yet.... (I do fully intend to earn it eventually, though. :) )

8 Replies 194 Views

GCWriter by default will create a "MYitem.item" file in the GC data directory, which is where it needs to be to get included into your own game. So if you made an event, it's in a file called "MyEvent.Event" (unless you renamed it already) and it will come up in your game eventually.

16 Replies 234 Views

All the mods that I've downloaded (or created myself) seem to be working fine with the XPack....

272 Replies 26,717 Views

Call me silly, but I kinda expected that the program would check in with the mothership for version info when you start it up... :notsure: But I've got the latest and greatest now! :CONGRAT: Thanks for the tip!

4 Replies 258 Views