I'm 'this' close to finishing a game in 1.5. I'm unsure if I really wanna go up to 1.6.... do I?? What are the main differences? (I'm about to go look that up actually) I don't really understand the 'problem' caused by the 1.5 "weapon bug"...... In other news: the current game I'm on has gone splendidy well.. it was an uphill struggle with the Drath the entire game (they're the only AI I put on intelligent level)... they got mediums before me/larges before me/and fin
NeuralTech
Farms 'hurt morale' ? if you're at: 5.85/6.00 idn't that ^ the time to build a farm?..... I usually wait until then...
Hi! When I'm in the game, it says 1.5 in the lower left corner of the screen... You have the buggy version of the game. The off-type defense bug (defenses of the wrong type never depleted) was killed only in 1.61. what is the point of having a fleet then.... To lose more money in battles, when your ships, that never fired, got destroyed by return-fire of opponent's destroyed sh
omg Foam is starting to gather at the base of my lower lip.... I can't believe this... so a Fleet isn't treated as a FLEET then..... what is the point of having a fleet then.... good lord I'll be back in a day er two... this is rediculous - the game doesn't sound like it's gonna be as fun as I thought.... having a fleet should trump having a single ship ALL day long when the #s are stacked the way I've presented/played in my current ga
Without seeing exactly how your ships are armed individually, we can't say for certain. My guess is that your bigger ship is defense-heavy, and your lighter ships are mostly attack. This would result in the Ranger targetting the small ships first, and blasting two of them in the first round. Then the survivors don't have enough firepower to get much damage past the Ranger's armor, so they don't do much damage in following rounds while the Ranger chews them up. <br/
Evening, Me Yor, He Krynn Beam Missle M. Driver Shield Chaff Armor My Fleet: 4 ships 8 24 4 12 12 58 9/10, 10/10, 11/11, 34/34 - total of 64/65 against PreCursor Ranger 0 0 24 0 0 24 36/92 Why am I losing to him 90% of the time? I've won once, and I ended up with one ship left at 4/35 HP left.... how is this possible??? He only has 24 Armor and I have a Miss
THANK YOU, guys!!!!!!! "Influence Starbases do not generate much influence themselves - rather they amplify your existing influence in their area of effect." By this... you 'don't' mean they act like the Resource Influence Starbase right??? I know those types of Starbases increase your overall influence coming from your planets = extend the range of influence for your planets. It is my understanding that I. starbases (the ones minus the resource) ONLY extend infl
"--End Transmission From: Obnoticus: Lord of the Rediculoids of planet Home Depot II.--" LOL... Rediculoids - that's awesome!!
To the guys mentioning "speeding up their constructors" - it sounds like a great idea... same w/making Freighters/colony ships/etc faster.... BUT if you add advanced engines... it drastically increases the time it takes to push said ships out of the shipyards = how does that really help in the longrun??? I've tried this strat you guys speak of, but the time would go from (for example) 4 weeks for a normal constructor to say... 6-8... and if this is early game and I'm t
hmmmm, I've got Surrenders turned off as well... ....?..... dunno
"building 3 influence starbases in an enemy sector will increase your tourism income" I was unaware of this... thks!! very informative thread... thks for starting it, Counterintel!! Chr*s
"My colonies have auto-upgrade checked" hmmm, I hadn't noticed this.... I was also wondering what the deal with this was as I'm experiencing inconsistent "automatic" upgrading... 90% of my games, the planets automatically upgraded ALL tiles that 'could' be upgraded (i.e. research centers/farms/factories), but on my current game, I've noticed that planets I've won through 'the other race submitting to me' aren't doing the automatic upgrade... I'm on a large, so it kinda screwed
I've been wondering if building Influence Starbases around MY planets increases the morale for the people of my planets.......... does it????? If not, I've been wasting serious dough, because I build 1 or 2 around my planets along with a couple Econ Strbses early/early game. Are Influence Strbses simply for converting other planets to be on your side? thks, Chr*s p.s. just had a quick scan of the faq and other 'info' areas on the s
As mentioned in a thread I started, I want more diplo options as well! More interaction with the AI would be great! I'm going to have to 2nd this: it seems like there really aren't a whole lot of options short of giving money to a race/etc... One thing I don't understand is why I can't demand peace on another Races part w/out submitting my own peace treaty at the same time? don't understand that.. AND... why cannot I not ask the other races to
Not to sound like an a**, but it sounds like one of two things.... bad drivers (on your vid cards part)... or a Windows issue. If your comp ran the original just fine, I don't see why you'd have any trouble with the new one... It's gotta be a driver issue with your vid card I would imagine.... hope you get if figured out. Chr*s
gotcha
Eh... what are your planet rarity settings? Also, what Super Ability and racial abilities are you using? I will get back to you on this around Mondayish.... From my memory, I'm playing a customized Yor Collective with their stock 'super ability' - doesn't really help me all that much... that or I don't fully understand it's potential.... and I usually go all evil.
I am going to print out this ENTIRE convo between ALL of us so that I can study it further (and memorize all the key points)..... ROCK ON!!!
A. Do not waste your time building markets/banks on new worlds right off the bat. First of all, markets increase revenue based on the current population. Adding a market when the population is so low will do nothing but waste your production points. In fact, try not building ANYTHING on a planet that you have already designated as a "cash-cow" planet. Just let the population grow for a few turns. If you don't believe that, try it. Build a market and see if your revenu
Military bases cannot attack directly. The attack and defense bonus modules you add to them can help any armed vessel in their area of effect. Hmmm, I've made plenty of Military bases that had the same basic attack/defense options as the other 2 starbases... unless my memory is WAY off...
One way i have found that works is to build 1 or 2 factories on a new world depending on the PQ of the planet and then build 4 economy buildings. These are great as they cost nothing to keep but bring in more bc's per turn. I then leave the planet until it reaches 6 bil people before deciding on the planets final layout. One thing to remember that i believe has not been mentioned is that you should not build on those lovely 700% bonus tiles until your econo
One thing that could be causing your morale problems is population. The more population a planet has, the more its approval rate will drop. Are you building farms? If so, stop. Never build a farm on your home planet, and only build one on other planets. If you put some of your racial ability points into morale and keep your populations under 16 billion, you should never even need to build a morale building. As for building strategies, the best advice I
- produce a colonizer on your HW each 3rd turn, until there are planets you can settle, or you're losing too much money each turn, that "too much" being proportional to your economy. If you can't cover most of it by rising taxes to general approval about 50%, it is to much.BR, Iztok I am going to try this tonight on my new game. : )
Choosing techs when the economy doesn't get started: - sensors I (to build explorers) - economy techs (Banks) - no new science/manufactoring techs (they only help you spend money faster) - morale techs (especially the first one - they have built in bonuses that allow you to tax more eve if you av no morale buildings). - StarDemocracy (Bonus on economy + influence (tourism, not too effective) + diplomacy (so you can sell stuff to the AI) - f
Okay, you can tech trade for planets. You can get low pop/hostile environment planets fairly easily and with 100% research with focus hostile environments can be 100% efficient for you. There are basically three viable strategies that I've found: Always do 30% econ and usually pick the federalist party 1) Tech trade for planets + research treaties(100% Research, focus social, never build a ship, only build econ buildings rely on quantity of p