[quote]Finishing a single game before updating really shouldn't be a big deal. [/quote] That depends on how slowly you play! -- Admiral Glacier I'm also having the "click on the menu button...wait Long Time" problem. I thought the program had hung up completely, and in fact when I called up the Task Manager it said "Not Responding" but while I watched it went back to "Running." It takes a long time any time I click "Menu." If I have a corrupt file then it hap
Hermann the Lombard
[quote]I think it makes sense for a TS to have short range... imagine the supply issues involved in keeping a station like that operational.[/quote] Well, yesbut...all I have to do is send one extra constructor and produce an AI-like functionless starbase, then my terror star can go on its merry (?) way. This doesn't seem like a worthwhile complication. No big deal if you know about it, of course, but a bit annoying to spend 5000bc and then have a temporarily useless terror star. "Wha
Hmm...OIC! Of course in context it probably *would* take only one Combat Transport to ruin their planet forever...for that matter, one big rock would do it. It doesn't quite make sense that the alien dreadnoughts pose no threat at all to planets...but for playability reasons--especially since the AI wouldn't know how to use the technique--I guess we are better off the way we are. Perhaps we can envision starships that can't go deep into a gravity well and have to slug it out near the
RoddyVR: I still overbuild on maso...just not as much!! (The margin of error gets a *bit* tighter.) ;)
[quote]I see space sharks all the time[/quote] Space sharks are different from the more common anomaly beasts. Those are the usual product of the green planetoids (which should yield ships more often while gray ones occasionally yield monsters).
[quote]But it doesn't actually matter in how the game plays out.[/quote] It may matter in certain circumstances, like Sirian's One Planet Challenge, where every little bit helps.
[quote]Remember that the damages from invasion tactics only happen if you capture the system. You could use Mass Drivers to beat down the population and then finish it up with Traditional Warfare if there's too much.[/quote] They really should block that exploit. "The big meteorites smashed down, but did no damage because we killed the followup troops!"
[quote]I do that too! It's really annoying.[/quote] Pity there isn't a prompt offering to change governments when you trade for them as there is when you research them. [quote]I only commented on Diplomatic Translators because they were still available in the game I loaded. [/quote] When I played it, I think I tried for DT but a minor snapped them up before I finished research...probably I built too many things at the primary planet before starting on trade goods
Well, I was able to get my alliance with the Drengin...which of course meant I was promptly dragged into war with the Altarians, then the Arceans, and then the Torians, so I got one alliance and a three-front war! Fortunately I was "behind" the Drengin and let them do all the heavy lifting (though I did indeed send out some Rangers on raids to pop starbases and orbiting transports). I also already had ten constructors en route to the Arcean border, with evil intent. I sent five constr
V: Thanks for the feedback. I guess I didn't recognize that this was a poor map for (persisting in) a pacifistic approach. I might have thought that having weak neighbors was *better* for that approach...but not if those neighbors become cat food for a Big Tiger. Early espionage: I don't know how early I need to start (or rather, how much investment I need to have accumulated by various stages of the game) to avoid assasinations and whatnot. I usually start early and small
[quote]I think the problem is that gifted ships always seem to want to return to a friendly planet after the gift. [/quote] ...just like a faithful dog. ;)
[quote]One would think that it would appear when the first capital ship was built.[/quote] True...but shouldn't it appear when the first *alien* capital ship is built? This is likely to be a nuisance to fix, as you wouldn't want that event to be triggered multiple times, and it should also be triggered by dreadnoughts (etc.) if the player skips both BB and death star. Routine to fix, of course, but it seems probable that the appropriate data field is not yet in place.
[quote]Rinse and Repeat.[/quote] "Gonna wash that Dren right out of my hair!" (standing under a warm mass driver shower). I'll try that. Worst that could happen is the annihilation of the human race...
[quote]Nothing like watching 125 constructors fanning out of your territory! [/quote] Yes, the Web of Evil on the minimap! I think I may be in deep kimchee in that game. I just played a few turns last night, but the Drengin keep dropping from Friendly to Warm, which bodes ill for the Alliance idea. From memory: 3 of my 6 trade routes go to them; I'm considering killing the other routes and replacing them with Drengin routes. 4 of their 7 trade routes come to me. I think the r
MD: Yes you can (they haven't fixed that feature yet). So if I choose to exploit that I could pump out constructors, build about 20 terror stars, and go about 100K in the hole just before the Big Bang. Sir: Maybe Alliance is the way to go, and I think my morality was about 39 at last check (speaking of watching out for the Altarians). As my other trade partners go poofie I can replace those routes with ones to the Drengin. Now, about attacking their enemies and "watch it" -- which awf
Agreed! So how did the pizza come out and is Johnstown still there today? I had some interesting detours around flooding in NJ this morning. :D OH, the MAIN topic! Well, I have an OSectorC game going (as opposed to OSystemC or OPP), and I've reached an awkward strategic question: "How can I win this thing?" Situation: maso,small,common,standard align,all incredible,populists,diplo&influence bonuses and maybe +1 speed(I forget). I've reached Feb 2189, with four planets in
Trivial wrong word in the "Arnor/PQ35" event: should be "principal planet" not "principle planet" (unless you want to turn this into a morality event). ;)
[quote]It adds tedious micromanagement to the game, which is imo acceptable if it's penalizing an exploit.[/quote] Hmm...would Sector Sweep work? That might be interpreted the same as autopilot. Now imagine the following: 10 or 15 ships in the same sector, all on Sector Sweep. It would look like an Indian attack in the old westerns... As you said, autopilot may not work in 1.12. In a semi-real gaming galaxy, I would think a friendly AI would permit warships to pass through, a
Thanks, WW. That's why I allowed construction to finish on those worlds. After all, I didn't *start* building those warships, so they don't count, right? This was my second maso win. The first was tiny, rare, using a frigate rush similar to Ray's posting (and that one had two AI as mere Geniuses).
[quote]If you're Alpha Striking to finish a game, don't worry about the money. You can build as many as you want in one turn and drive your empire into deep, deep debt as long as the game ends the next turn![/quote] ...and for TP's benefit, this is on the list of requests for changes to "undocumented features." [quote]This was posted somewhere before...[/quote] Sorry about the repeats, but I may have, um, missed a few messages along the way. Come to think of it, I thin
My first OCC attempt suffered a terminal setback when the Torians declared war directly from "Friendly." I don't know what happened, but I suspect I clicked the wrong thing and attacked accidentally. The game is slow on my laptop and I guess I got impatient waiting for a response. Those darned trigger-happy border patrols! The game I posted last night would have been great for OCC, with four planets in two systems in my starting sector. [Icing on the cake: one of those became PQ 44.
Well, after all, that freighter is filled with your stuff, so of course they'll send it somewhere else. ;)
While we're on the subject, just how useful are "guards" on a terror star or starbase? In other words, does a guard ship defend first, or can the enemy zap the base while ignoring the ship? (I assume it's a function of defense values, but I could use some clarification.) [quote]However, be careful not to build a Terror Star too close to your enemy as they will demand you give it to them or go to war. [/quote] Well, if I build it that close I'm planning to alpha strike anyway,
Not only have they made a zillion bug fixes, they've greatly improved the user interface along the way. I was playing the game as installed from the CD (on a computer where the Internet connection was down), and the differences made the game much less playable (outright aggravating, having used the improvements). [Thanks CariElf et al.]
[quote] since the the creation of the 'masoverse' the point levels are a bit out of kilter with the number of games levels[/quote] Yes, they do seem a bit out of kilter. Here I am with 48,000 and 9 games as a relative newbie. Guess I should finish post one more to get a new rank and a new medal. Still, the Metaverse does add a little something extra to the GalCiv experience.