Rojonia

Rojonia

Joined Member # 634605
0 Posts 0 Replies 425 Reputation

I use the pause button a lot because I like things to go slowly and have all the bases covered. For me, there is a BIG difference between panically hitting the pause hotkey when something goes wrong and having an automatic stop as in TBS, and with a BUTTON to start up again (not a Hotkey, which is clumsy). It is a question of the "feel" of the gane. Nightwraith40K, thanks for the tip on Rise of Nations. Actually it is Rise of Legends, not RON (which I have), according t

38 Replies 86,125 Views

Horneraa is the only commentator on this thread that has understood my proposal correctly. Most comments are referring to multiplayer issues, even after I explained that this is on OPTION FOR SINGLE PLAYER. How can an option for single player ruin anything? Just ignore it if you don't like it. All I am saying is that a lot of peole are like me and only play SP. I don't care for multiplayer, but I like this game and would like it much more with the mentioned option built in.</p

38 Replies 86,125 Views

I would like to see an interface option that allows the player to define a pause after a user-defined interval (e.g. one minute). In effect, this would make the game seem almost like a turn-based game, which happens to be my preference. A mouse-controlled button would also be user-friendly. It would actually be a hybrid, a new game concept! I like a less hectic pace. I think such an option would attract TBS players. It beats me why RTS developers have not figured this option out out long

38 Replies 86,125 Views

I read that a scout ship or colony ship could capture resources in an uncolonizable asteroid belt ("vulnerable, can be captured"), but what is the procedure? I tried attack and move to withourt success and there does not seem to be a "capture" action button. I am missing something.

2 Replies 6,865 Views

I suggest addition of a second ”surrender option” in the setup. This would be very simple and say that ”a civ can only surrender to a civ it is at war with” The current surrender option, in my experience, rarely does this. That is OK, but gives a very different gameplay (more frustrating and longer game) than the new addition, and requires a different strategy. The current surrender option could be changed to ”always surrender, if possible, to a civ you are not at war with” in keeping with us

382 Replies 106,627 Views

What is the rule for finding the changes when Stardoack announces a new patch? I spent 15 minutes looking around on the DA forums, in the downloads, and on Stardock with no luck. I like to see the changes before I decide to update? There ought to be an easily accessible and well marked place for this sort of thing, like a sticky thread. If there is one, it is sure not easy to find.

4 Replies 3,984 Views

The combat routine is not working properly in the case of one-on-one when both ships hp are reduced to zero. In such case, according to the manual, the attacker wins and survives with 1 hp. In practice, the attacker survives with ALL its hit points. I have experienced several cases where an inferior ship was able to take out a series of superior ships this way in one round and end up with more hp than it began with. Clearly a serious bug. In my opinion, even the correct routine gives too big an

5 Replies 5,095 Views

Playing my first DA game, I notice there is no chamge in my espionage rating - (always low) although I have invested regularly and gotten over 15 spies. However, they always get thrown out within 2 turns if I place them on a planet, so I have given up using them except defensively. How does one increase the level under such cicumstances? By the way, I always crash if I attempt to construct a military starbase or check the full battle option. Anybody else have this problem?

2 Replies 2,263 Views

I completed the second half of the radioactive planet colonization research, but noted no change in my three radioactive planets, which still produce at 50% of normal. Is this a known bug, or do I have to do something more to initiate the change?

0 Replies 1,027 Views

Space Empires IV has a tactical combat option. The problem is that it is all too easy to outwit the AI. Makling a really competitive AI would be a mega challenge for CalCiv. It is in the are of tactical combat that a separate multplayer game could be developed, in my opinion. Space Empires IV has a really nice feature that GalCiv could duplicate though. This is its combat simulation, where you have a lot of strategy parameters that you can use for fleets and planets of individual design, but yo

55 Replies 24,085 Views

I am playing an all tech "gods" game and just came up against an Arcean ship that is theoretically impossible to build even with their 100% miniaturation on a huge hull (180 capacity), Black Hole Generator and zero-point armor. Does anyone have an explanation for how this could come about? I calculate the maximum possible as 16A and 240 D with 100% miniaturation and no excess engines or modules.

12 Replies 15,955 Views

I just completed the second mission (Ixith) with the same strategy, which exposes a bug making these missions all too easy. My strategy was to quickly build two 1 attack, 1 HP fast ships in order to knock out any Drengin colony ships and constructors before they could get off the ground. This succeeded eminently. The problem was that the Drengin kept building 0 0 0/0 0 0 phantom ships that were easily knocked off as they were built. I never had to build another attack ship the whole game. I sugg

2 Replies 2,912 Views

Map Collapse (continued) The bug continues, but I notice three things. The zoomout only occurs when a ship is moved diagonally. Vertical annd horizontal moves are normal. FInally, loading previous saves does not remove the bug. It is somehow coded into all games unless I restart. To remove the bug, a quit and restart seems to be sufficient.

1 Replies 4,006 Views

Model Error: Having played the game for a while and watched the details of battles, I have identified two problems with the current simulation model. The first is that the attack roll is never zero, but always at least one, provided that there is an offensive weapon. And the defence roll is always at least one, if there is any defence. This is as stated in the manual. This does mean that a 1/1 ship versus a 1/1 ship gives an indeterminate

70 Replies 101,138 Views

This happened to me twice in version 1.0 as well. Everything is going fine for some time. Then when moving a ship, each single tile move results in a simultaneous zoom out on the map until eventually the whole map collapses into a single indeterminate graphic in the center of the screen with everythng else black as shown below. The normal map is gone forever. (N.B tried to paste it here from my graphics program but it was not possible! Anybody know why?) I did not make any adjustme

1 Replies 4,006 Views

Why does it cost roughly 10 times the extra cost of a better ship to update an older version? Why does it cost three times as much to update as to buy the same ship new for cash and no delay? Am I missing something or is this a known bug? It looks like a factor of 10 error. I am playing version 1.0.

0 Replies 2,624 Views

I believe I have the answer. The hit point bonus is counted twice in the window for indivudual ship and fleet data. In my case with a base fleet HP of 4x16=64 and a bonus of 50%, total HP should be 96, but the ship data and the detail screen both show 144 for HP, i.e. an additional 50% on topof the 96. However, in the fleet battle, the correct number is used. I just have to learn to ignore the ship data. The same error occurs for the AIs. Has this been

24 Replies 10,256 Views

Question on HP. I just completed my first couple of fleet battles and was shocked to see that my hit points were reduced from 144 to 96 (about 33%) before the first shot was fired, and the enemy's was reduced from 85 to 78 (about 8%). Suddenly a 96% victory probability on the simulator ended up being a loss. Can anyone explain why the discrepency? The same thing happened in both battles. Could this be a starbase effect.? The enemy does not seem to hav

24 Replies 10,256 Views

I too think the only trades permitted should be ones you have researched. But I would add a second condition to prevent overdoing it, namely, you can only trade with opponents who are friendly or warm. This would add an interesting strategic element to the game in terms of who you ally with and which ethics you choose.

144 Replies 67,696 Views