Ook Ook

Ook Ook

Joined Member # 869684
0 Posts 0 Replies 24 Reputation

There is no solid evidence for a tenth planet or a companion brown dwarf btw. The eccentric orbits of the EKOs could be explained by their formation and the gravity effects of Uranus and (particularly) Neptune. As Neptune's largest moon, Triton, shares many characteristics with Pluto, it is speculated that Triton is also an EKO like Pluto that was captured by the gas giant's gravity when it approached too close. [Message Edited]

34 Replies 944 Views

At this time, Pluto still retains the status of a planet, although it is almost identical in various characteristics to the other Edgeworth-Kuiper Belt objects, such as Quaoar and 2004 DW. They all have a similar composition, and a 3:2 orbital resonance with Neptune (i.e. their orbits take exactly 50% longer than Neptune's). Pluto, however, reflects more light than the other EKOs, and so far, is more massive than any other, nearly 2300 km in diameter, although there are seven moons (not

34 Replies 944 Views

So if you conquer a Yor planet, why don't you get a manufacturing bonus with all that scrap metal you've got available to recycle? ;D I do wonder sometimes how the Yor actually USE those Aphrodisiacs that I sell them... :SURPRISED: I haven't ever tried this, but I wonder how well it would work - if you can't afford to trade for stuff, offer to pay lots of money over time to the minor, get whatever it is you are trading for and then invade and wipe them out so you don't have to

31 Replies 1,054 Views

Nope, they aren't Death Stars. They are weaker and far less able to defend themselves than Death Stars. But don't tell me that the concept of a Terror Star didn't come from the Death Star. I don't know if the Death Star had a party palace or a cultural exchange centre in it....

21 Replies 870 Views

I still think TSs should be able to attack ships. Me: "Now witness the firepower of this fully armed and operational battlestation!" (TS blows up Arcean combat transport) Arcean commander: "That blast came from the terror star! That thing's operational!"

21 Replies 870 Views

[quote]I've never bought a starbase from the AI before. In the few games I could spend that kind of money, I didn't needed the starbase. I guess now it will be a good deal depending on the number of SB you already have.[/quote] I had a game where I gave away a bunch of technology, trade goods and money to buy 3 fully loaded, military-resource mining starbases from the Arceans. The idiots went for it, reducing their cap ships from 300 attack to 70 and increasing mine up to 600 ;D

64 Replies 3,027 Views

[quote]Why is it considered a bug? I thought the fleet was simply towing the terror star ... [/quote] That reminds me of Princess Leia in Star Wars (referring to the Millennium Falcon): "Would it help if we got out and pushed?"

28 Replies 833 Views

The other thing you could argue though is that the AI is better at overall ship strategy (that is, keeping track of lots of ships, fleets and so on), so the human advantage offsets this. A lot of the time, when I have many fleets or ships in flight, I've forgotten what I wanted them to do by the time they reach their destination! I always like strategic combat because I think it gives more of an "epic" feel to the game. I remember one game of MOO2 where my hastily constructed (read rush

81 Replies 6,277 Views

I wouldn't describe MOO2 as one of the biggest gaming duds of all time. It was incredibly popular, and many people regard it as one of the best 4X games of all time. The same could not be said of MOO3. It wasn't a sequel to MOO1, no, but it was an excellent game in its own right, in my opinion. As I said, I didn't find the mangement difficult at all, and for me, the game is certainly not impossible, even at the highest difficulty settings (which I always play on). I li

81 Replies 6,277 Views

That's only true up to a point though Cari. Let's say on a small map you have 3 starbases. You pay 200+400 = 600BC for those bases. If the map was 4 times larger, and you had/needed 4 times as many starbases (12) (and 4 times as many planets), you pay: 200+400+600+800+1000+1200+1400+1600+1800+2000+2200 = 13200BC i.e. 22 times as much money for 4 times as many bases, with only 4 times the income!

64 Replies 3,027 Views

The AI did come up with some pretty good (and EXTREMELY annoying) designs at times, although I don't know if this was by chance or by design! Also, they always seemed to have more ships than me mid-game. That's another point - the ship management is MUCH easier in MOO2 than it is in GalCiv, although the movement method is slightly different. You could quickly assemble/divide fleets, see where they were as a fleet, not as a collection of individual ships etc.

81 Replies 6,277 Views

Hi all, I'm sure this has been gone over before, but I thought I'd put it up anyway. This thread is NOT about which game is better. Both games stand head and shoulders above the rest, and they have very striking similarities. But some things are done better in GalCiv and other things in MOO2 - I'm hoping Stardock take some of this in mind when writing GalCiv 2! Anyway, here are some of my rambling thoughts: Macromanagement GalCiv wins on this one, although

81 Replies 6,277 Views

If you upgrade your military resources (the red ones), your ships' weapons power will also go up. I think this is also true if you research weapon improvement technology. [Message Edited] Oops, AIL.ST already said that :) [Message Edited] Starhawks, survey ships and rangers can get improvements by exploring anomalies though. [Message Edited]

3 Replies 204 Views

They can be good mid-game too, as long as they get a good start and I keep a big minor shored up with tech and ships. They can keep a major stupid enough to go to war with one of my minor friends tied up for years. I tend to do this if the minor is in a key strategic position (like on the other side, or preferably smack in the middle of someone else's empire). I'd rather let the minors do the fighting than get a major to do it as I can be pretty certain those ships aren't going to be us

14 Replies 389 Views

Well, let me work this out. I've now got 70 starbases (all being built up, and almost all in sectors with my planets, no more than 1 starbase per sector - they're acting as industry, trade and culture boosters for those planets). Been playing for over 400 turns. I've been building them at a fairly steady rate, so this has probably cost me around 140,000 BC in maintenance. With the new logistics, it would have cost me 496,800 BC to build them! And not a single one of my bases is being us

64 Replies 3,027 Views

No...no, I'm pretty sure I just plant a few bombs and blow them pesky colonists to smithereens. Quietly, of course, so as not to wake the neighbours up ;D Hey, if people don't know about it, they won't consider me evil :D

12 Replies 335 Views

Are you sure? There are some mods out there that give a bonus to prestige - or does this only refer to the influence given by a particular star system rather than your overall influence?

4 Replies 178 Views

It might have been easy to abuse starbases, but I always have lots and lots of them - and I never build purely cultural starbases, only extenders range extenders (and I prefer to do this with new systems where I can). The reason is that I always play in gigantic galaxies, and I like to have a starbase in every sector where I have a colony. Because I colonise PQ12-13 colonies, more often than not, I will have more than one star system or colony per sector, making each starbase more valua

64 Replies 3,027 Views

Keep building defensive upgrades for your starbases. That will help improve the defence rating. The space shark is what I think you are referring to. I've always found that they have a high attack but a low defence. Send a few reasonably good ships to attack it. The USS Hero, if you've found a few weapons upgrades, can usually destroy a space shark as long as you attack it first.

6 Replies 254 Views