dosen't the story go further? An inevitable feature of a war memorial, is that it doesn't provide the whole story behind the war.
Janthkin
I read the one about the ship that shaped the galaxy and followed up on the replies. What the heck are you people talking about? Towards the end of your research ( I have played where I researched everything but the last two techs on the research branch, which gives a tech victory)you should have the same weapons and defenses available as in any other game in which you pre
I think the fact that AI factions build cheap ships (not cramming in everything they can and skimping on engines and defenses) is the result of their deplorable planet development schemes. Have you ever started invading planets - I mean on the first turn of a war when the AI has not had time to destroy any of its planetary improvements - and seen just one factory
I want a Ringworld. Combination of use for trash planets, massive possible economy/infrastructure, semi-mobile STAR systems, and crazy-powerful weapon.
And it has seemed to be treated differently than other ships to me -- the other ships in a fleet get attacked before it does for the most part. And it retains the flagship name i believe. Noticed these things with update 1.2 . Most of the time, my flagship has more HP than any other medium-hulled ship in my empire. Given the "threat" calculation
What settings do you use, that you can defer a military until you've reached the end of both MD research and propulsion?
Hmm. I must not be nearly as sentimental as you guys I either upgrade my obsolete warships or decomission them. In my games the ships that shape galactic politics are the ones I build toward the end of a game. These behemoths boast weaponry several times greater than anything those aline scum can cook up. The winner can often afford to be sentimental.
I felt like sharing. Through profligate use of very early energy weapons, and some careful trading, I ended up essentially convincing the rest of the galaxy that beam weapons, and beam defense, were the way to go. The Korx didn't have a chance to learn. The Altarians, by the close of the first war, had begun deploying deflectors. By the second war, they were using up a fair amount of hull space on beam defenses. Of course, by the second war, I had switched over to medium-s
In the silent depths of space, in a quiet sector between Vizzard and Thindor, a ship floats quietly. Far from the prosperous trade routes, few will ever come this way. For those who do, a simple subspace beacon provides a short message. "Here lies the ship that shaped the galaxy. The Empire is as strong as those who serve it." It's not much of a ship to look at, particularly given modern technolog
(I shouldn't knock alien ship-building. The Torians are running around with fighters with 30-ish beam attack, and a few battleships that mass 80 beam, plus some minor defenses. My best operable hulls only mount some 30-ish missile attack, but I'm burning a lot of space on Ultimate Invulnerability modules.) I'm enjoying learning more about how the AI reacts with time. I've spent a goodly chunk of the current game manipulating the galactic economy - I hand beam weapons around like cand
My lucky race recently discovered a crashed Ranger-class ship. "Nice," I thought, "Another cap ship is welcome." Then I looked at it. It has puny and outdated weaponry, next to no defenses - frankly, it's inferior to my frigates from the first Altarian war, and that was 4 major ship design upgrades ago. And, to top it off, it's slower than any ship I built, EVER. 4 parsecs/week doesn't cut it, when the front lines of the Torian conflict are 5 SECTORS from my homeworld. My l
Only a few games in, but I've built a couple single-use ship types: -My version of the "Defender" has no engines, sensors, or life support, just appropriate defenses and weapons for the enemy of the moment. Inspired by the Drengin (my allies) surrendering their homeworld to me, with multiple enemy fleets inbound, and no time to get my own ships across the galaxy to defend it. They'll never go anywhere, but they carry more firepower than more mobile ships can. -I built a singl
Couple quick questions born of my new-player ignorance: 1) The Flagship I start with can explore anomalies. "Scouts" can not. The only "Survey" module I can find is part of Sensor IV research. Is there any way to build survey ships early in the game, to better exploit anomalies? 2) My Flagship, from collecting so many anomalies (see #1) is heavily-hulled and experienced. Also, it's made of tissue paper, slow, and unarmed. Is there any way to upgrade it? What class is it?
What about carrier hulls? Implementation might be somewhat annoying, but it'd be nifty to be able to pack tiny "fighters" with decent weapons (and no engines) into a carrier hull.
"There were clear warnings on both threads announcing the availability of 1.3 beta 1 stating not to download it if you were not willing to deal with potential new issues." Funny thing - I just bought the game via Stardock a couple days ago, and let it download. I was fed 1.3b1, with no warnings or discussion of bugs. I only found out it was a beta version when I came here.
I'd pay for multiplayer too. I don't need it competitive, so I don't care if it's inherently not "fair" - the game can continue to apply random events inequitably. Just give me a turn time limit that I can set, and the already-existing ability to do ship designing outside the current game (or to propose "ship design time" as a diplomatic option w/other human players), and I'd be ecstatic.