Whillowhim

Whillowhim

Joined Member # 1361288
0 Posts 73 Replies 101 Reputation

Just tested this in a metaverse game and confirmed that its an exploit. Worked with a large hull, a tiny hull, and buying/building didn't seem to make a difference. Since a tiny hull with no items on it can be bought directly for under 300bc this is incredibly powerful in the early game. Building it the normal way gives you an incredibly cheap battleship, more than a match for anything up to the mid game. Of course, in the game I tested t

20 Replies 23,671 Views

The same thing happens to me as to the original poster. About half the time I get the usual black screen, wait 15 seconds and it'll reappear. However, the other half I end up with a black screen that never comes back (at least in the 3 or so minutes that is the limit of my patience) and I have to alt-tab back out, pull up the task manager and kill it. Graphics drivers are up to date and I've updated some other drivers as well (though I suppose its p

11 Replies 15,080 Views

I've gotten to the point where I don't bother with econ any more, though I used to max it out. With tech trading the way it is I just grab diplomacy bonuses instead and prop the begining economy up with selling techs and finding cash from anomalies until my planets catch up in the mid game. I've also tried to optimize my build order so that I buy as few ships as possible, which really saves some cash at the start. If you spend a few turn

33 Replies 15,195 Views

I'm not entirely sure what planet stats affect income, but I did find one place where it mentioned planet population, and nothing else I've seen says exactly what affects it, so thats what I've been using. Since the AI doesn't tend to build many farms, I've just been sending freighters to their homeworlds since they have twice the base food production and usually have twice the base pop. I may have to tweak things and actually look at planet stats on

20 Replies 14,029 Views

Its capped for technical reasons, not gameplay ones. Though the 15 is somewhat arbitrary (a sector is 15 squares wide), anything much beyond that caused the game to have serious performance issues so they capped it in the first update. I'm hoping they'll fix the performance issues and increase the sensor range again, but I'm not holding my breath. and a sensor range beyond 30 probably does need to be reduced for gameplay reasons, but on a g

17 Replies 21,234 Views

It doesn't hurt your profits at all. .... until the other guy declares war and you lose all your trade routes at once. Personally, I recommend spreading trade routes out amoung all the other races. It gives bonuses to your relations that can come in handy when trying to avoid wars and also means that any one race declairing war on you means a much smaller hit to your trade revenue. It does depend on the exact situation in the game, however. And one other thing

20 Replies 14,029 Views

If you're evil, don't forget the mind control center. 100% bonus to economy, twice that of the economic capital. You can go higher on the farms, but it does take a long time for the planet to fully develop that way. My max so far has been a bit over 60 billion people. No real issue keeping them in line since there were 42 tiles on the planet and plenty of development (class 26 base, +42% planet quality event = 36, +6 from terraforming = 42). IIRC there were 15x stock exchanges, 8x

18 Replies 39,652 Views

I used to be good, but then I had a game where I hit 3 or 4 planet quality events in a row, and I just couldn't resist the temptation to get +40ish percent planet quality on some already nice planets. I decided that since I was already most of the way there, might as well see what being evil felt like. And it felt good (err... I mean it felt great). Then I found the psionic beam in my research tree, and now I'm addicted. I just can't get enough of that thing. The whine as it fires, the horr

26 Replies 18,895 Views

On the other hand, I've had a few good races try to trade me some of their techs for one of my evil techs. It doesn't show up on my screen, and they don't end up using it, so its basicly a free tech.

4 Replies 5,561 Views

Is it just me or is the beam of the psionic beam weapon invisible? There is actually an effeft on the psionic beam, but its small and doesn't extend much past the beam housing placed on your ship. Its probably the most underwhelming effect I've seen, which is sad since I use it so often.

23 Replies 24,303 Views

In other news, the Terrans finally ascended to a higher level of existance Yesterday. Meteorologiests are now predicting a spate of huge asteroids impacting all of our planets tomorrow. Said the Terran representitive before ascending: "We just had to try it out now that we can. Sucks to be you."

17 Replies 12,283 Views

well, if you adjust the production bar back, I assume you have it at 100% And usaully if you drop social production lower and have military production higher you will save money there as well, both Social and research costs more then military. Next patch, 1.1 will have it so money wasted on social will go back into your pocket,

15 Replies 10,840 Views

IIRC: Most of the assist modules in the "mobilization" tech line require battle stations Mk 1. All the misc assist modules in the weapon lines (i.e. the mass driver snipers) require nothing except any previous modules in the same line. So build battle stations and see if they start appearing. Of course, they only work on military bases, but if you already built a ship assist module you must be dealing with a military base already.

6 Replies 5,675 Views

So let me get this straight.... Based soley on a description you read, having never actually played the game or understood the mechanics of it you decide to visit the boards and post a flaming post about how much an aspect of the game totally "SUCKS" because... you say it does? Please play the game before complaining about it. The number of ships and units works fine considering how this economy and combat system fits together. Asking ques

23 Replies 16,300 Views

Might as well chime in: Flagship to autoexpore, colony ship headed twards something decently promising. Buy a sensor ship immediately and send it out scouting, on large galaxies, buy two. Possibly buy a colony ship if I find a good world and its near a neighbor or if I find a 2500bc anomaly. Buy a factory. On higher difficulties, make that buy a factory on some sort of manufacturing tile or else restart the game. Even the min manufacturing bonus can shave seve

19 Replies 21,127 Views

Click and drag is a bad idea, I'd end up moving it when I meant to move around on the map. However, movable rally points has been brought up before and is a good idea. The suggestion I liked best is putting a "move" button in the rally point window that let you click somewhere else and it would move there. Not as quick and easy, but less likely to be done accidently, and you really shouldn't be moving rally points all that often.

8 Replies 7,711 Views

Yes, it can get to the point where there's no real benefit from minaturization, but it takes a lot of minaturization to get there. I saw some posts dealing with changing the racial modifiers to 1000% miniaturization bonus, and they still could only fit less than 20 engines on a ship. Of course, 20 engines is a heck of a lot, but you'd expect more from that insane of a miniaturization level. But as far as the original post goes, I noticed t

11 Replies 14,188 Views

I have a few different variations on the "privateer" idea running around. Basicly a fast ship with the smallest weapon I can find loaded up with engines and a bit of life support. Depending on the game, I use either a cargo ship hull, or a medium/large hull, since an actual combat ship can take out the odd solo fighter it finds as well as the unarmed ships. However, I've started seeing them escort transports now, and there have been a couple nasty su

12 Replies 16,232 Views

I came across a Drengin SMALL ship with 12 hps but 13 lasers, 0 missles and 3 mass driver stats. Thank god this wasn't a fleet of them. hehe Although I'm still trying to figure out how it got so much power on a SMALL hull. There weren't any military starbases around, so, no bonus there. Perhaps a tech I haven't seen yet that give

13 Replies 8,381 Views