From Colony management on a world, I clicked the BuildShip button. The list of ships usually indicates in parenthesis how many of each model I currently have in service.
AngleWyrm
From the list of WWII US Navy hull designations posted by liveload, here's a few that made sense for the ship missions that I commonly build: AGF (Auxiliary General Flagship) - Flagship AGS (Auxiliary Geographical Survey) >> ASC (Auxiliary Stellar Cartography) - Scout ship ARS (Auxiliary Repair, Salvage) - Salvage ship, for anomalies YP (Yard Patrol craft "Yippies") - defenders PF (Patrol Frigate) - small-hull an
Thanks for the clarity! Three cheers for the Stardock team!
Link Interesting bit of history there: Corvettes were small single-gun boats that were eventually replaced by the larger Frigates Destroyers (about the same size as Frigates) got their name shortened from TorpedoBoat Destroyers, and eventually took over the torpedo boat's job. Cruisers were so named because they were the first vessels to be capable of long range independent operations, whereas Destroyers required tenders. B
Something that could help is knowing at a glance what projects can be build on each starbase. That way I wouldn't blindly send a constructor on several weeks mission only to see later that "oh, sorry, you don't have any more mining upgrades available--didn't you know? You'll have to settle for a sensor+1, go somewhere else, or start a poorly timed research effort."
Pricey, but I suddenly had a wicked little fighter wing, the Phoenix Squadron
So everyone basically had two scouts and a flagship, but everyone was also done scouting. The scouts were all parked at home, just gathering dust. So I went from one race to the next, buying up one of those useless old scouts from each. Hey they were gonna be mothballed anyway, right? Naturally, the guys back home were eager to test out their latest schematics for a triple-gun fighter on the new hulls.
Anyone have similar issues with attack/defense bonuses from starbases?
I just played a game where I attacked two planets within range of my military starbase. I had a fleet of three gun fighters and one laser fighter vs their defenders. Their defenders had shields, which kept getting hit whenever my laser fighter fired. But my guys didn't seem to have any defenses against the defender's attack, even though the starbase should have given them +1 defense in all categories.
For anyone interested, here is a list of componants that have a SizeMod. SizeMods Query Componant Size SizeMod Adv Troops Module 12 70 Constructor Module 35 50 Troops Module 20 <TD DIR=LTR ALIG
Space consumed by one Impulse-III engine, on each hull, at each level of miniaturization: Impulse.3 Normal Basic Enhanced Advanced Expert Ultimate Supreme Tiny 4 5 5 5 5 5 5 Small 5 5 5 6 6 6 7 Medium 6 6 6 7 7 7 8 Large/Cargo 7 7 8 8 9 9 10 Huge 8 9 10 10 11 12 13 Componant size increase with hull size
Has the value of trade routes gone down? I have been trying (without much success, alas) to command a significant portion of the enemy's income -- and therefore good reason for them not to declare war. Since it takes a lot of resources to research, build, and deploy freighters to a far off civilization, seems like the rewards could be higher. That way I could spend a huge whack of money and construction time developing a chain of star bases. And deploying defenses for them as well.
The technology "Subpace Blaster" seems to have incorrect tech requirements, or the weapon was partially relocated in the tech tree. from TechTree.xml : Subspace Blaster 6000 Disruptors III from GC2Types.xml Phasors7 Subspace Blaster 6 60 6
I do something similar to a Zergling rush -- Take my first medium hull and load it with engines and range (if necessary) then send it to the enemy shipyards. Meanwhile, I'm Techtrading everyone to get some firepower. By the time it gets there, I upgrade it to heavy weapons, and take down their defenders. Another way to do this is to get my flagship into combat range just as soon as I research Medium Hulls. Then upgrade to a weapons platform. Colonizers can also be sent out fully loaded, in a
Carriers and Fighters Fighter bay modules that allow no-engine fighters to be fleeted with a fast carrier, one vessel per bay, up to the player's current logistics limit. Players could then design a BattleStar/Carrier that could 'carry' a wing of fighters, and still have some missiles and defense of it's own. Or a Warp-Harness/TugBoat (Star Wars, Star Trek), that could be little more than an engine assembly to transport one vessel/weapons platform. Getting ca
@Galvin, I've noticed similar behavior (showing blank ships), and it seemed to happen to me when I had obsoleted the design, but still had ships of that make and model in play (didn't delete). Maybe something sleightly askew with the upgrade ship process.
Paintshop Pro v7 works well for taking screenies, and you can easily resize them.
Thanks for the heads up, I'll try that next round. I had started a game, and it forgot my ship style (Human) and so I couldn't use any of my custom ships. Had to start over. Another thing: In the Timeline graphs, when I click the "Treasury" button, graphs are displayed, but they don't seem to have anything to do with my bank balance. I start the game with 5,000bc, which drops over the first dozen weeks or so. But the graph does not depict that; instead it shows some lines t
If I start a custom race game, then eventually quit the app, and start over: In the Custom race, 'Customize Your Race' screen, the three text boxes for Race Name, Leader Name, and Homeworld Name all reset to generic. It also forgets what technologies I chose, and what appearance I selected The racial picks for abilities and government seem to be remembered.
It comes with Sensors-2, costs 400 points to build, and doesn't affect size. The description in-game states Reduces the cost of the Survey Module to zero, allowing you to equip any ship to explore anomalies. A Survey module costs 45bc and 8 hull spaces +5% per hull size. From tiny to huge, that's 9, 10, 11, 13 and 15 hull spaces. Most weapons
Why not add a defensive bonus to the smaller ships when larger ships attack them? Seems like this could be done in a mod, by making a componant that adjusts defensive bonus? Can a componant require a specific hull size? and more importantly, can it be given a high priority for the AI?
Each billion people was worth about 14bc taxes at 100% tax rate on a previous test. That's 7bc at 50%, and so on. On a test just now, I took a game with no money modifiers up to 10.013pop, and then set tax at 100%, but it showed 241bc income (24.1bc/pop), then I remembered I set difficulty to cakewalk for the test. This suggests that the difficulty level adjusts income per population for the player.
@TyrGodOfWar: Ok, I'll bite: What's a base ship? Engines take up way too much space anyway...
AngleWyrm- 1hp? Cool ship, but putting weaps on a cargo hull is an old schoolboy error. I did it for my first few games and couldn't work it out... Well since they don't have weapons I seem to be doing ok with it. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0
I like to play as a custom race called the Wyrms. They are into the fine art of breeding (+70), and it keeps them very happy (+30).