Hi! heres how i understand it (explained via examples): the tax slider controls your income only - so say you have 100 income from tax. this income is entirely independent from how much you spend, which is controlled by the spending slider. The maximum you can potentially spend is defined by the number of factories and research buildings on your planets (and civ abilities). imagine just one planet, factories + initial colony total 50 manufacturing points say. if
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hiya, video drivers are from 2003 - thats too old and is probably causing most of the problems. you can update them from nvidias website. i remember something about a problem with the lucky rangers - it thinks its being fixed for next patch or something - cant quite remember what i read but its a known bug hope it fixes things edit: ha, beat me to it
hey, the posts fine, dont worry! these forums are pretty friendly, theres no problem posting pretty much any question if it is done politely the only way I can think of to get in such a hole would be to buy too many things using the 'pay back over so many months' option - is this the case here? if so, you need to be very careful buying things in this way (i usually avoid entirely if
Hi! speed +1 ? What's that good for? Research one level in prop, an you get room for an additional engine on colonizer. yeah i research the extra prop tech too, still +1 speed gives a good 10-20% speed bonus early on, which i recon gets me maybe 10% extra empire (planets, resources) - i figure this is at least as good as any o
setting the rally point from colony list is cool! A few more things to maybe make rally points easier/more useful: a way of choosing rally points by type of ship being produced, so maybe check boxes for military, troop and constructors in governor screen so that any rally point changes apply only to planets making that type of ship or, more options in the type of rally point dialogue, so you would have military rally points (with the usual standard\fleet\auto attack subopti
Hi! heres a link to another thread with links to some newbie guides and similar questions - theres some pretty helpful stuff on there: Link enjoy
ok, v1.11 fixed it no need to start a new game Sorry for bothering you - I should have tried this first cheers!
oh, and the debug.err Debug Message: Version v1.1 last updated on: Mon Apr 24 19:03:49 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/11/2006, 20:03:38 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: PC1193526 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 1 (2600.xpsp2.030422-1633) Languages: English (Regional Setting: Englis
ok, heres a strange thing i've encountered when designing a ship: When upgrading one particular, medium hull design, when I add a warp drive mk V, which is listed as having size 7, it takes up 8 spaces. However after I hit clear, or just start from scratch, it will take the usual 7 spaces. It is only when upgrading this particular design; I tried making and upgrading a few other medium hull designs and it didnt happen with those. i have a saved game
wel they can arrest me all they want, im not giving it up!!!
AT the top, Arceans and altarians in no particular order. These guys always seem to do quite well. At the bottom the drengin, with the yor the worst - dont know why this is, they should do well given their bonusses! (their miniaturization bonus is so good I ban myself from being the yor...why cant they do well?) the others all seem to have their day, only these seem to consistently struggle/do well in my games (usually large or huge, random the rest, tech normal,
I like both types of games too. mainly, while RTS tests both your strategic skill +management ability, it also tests your dexterity and speed of thought. so for example playing playing warcraft III with your 'wrong' hand you would DIE (unless you are ambidextrous ) With TBS you have all the time in the world, so speed of thought and dexterity do not enter into it. Depth and cleverness of thought
well thats one bet im not taking
@mistoffeles and lasers would be extremely long range, as attenuation (and there is attenuation in space, just to a lesser degree) would be minimal. ok I should have said negligible attenuation in space but I agree, ordering the
strange - on many of the games I play the altarians are among the strongest races - I find that most often the yor and the drengin get whipped. I play on large/huge mostly, and admittedly they sometimes dont expand so well so maybe thats why they are doing so badly on your gigantic maps. of couse, they all get whipped in the end
dont know about beam weapons being shortest range - if they're focussed right, as there's no attenuation in space it will happily keep going (almost) forever, and as its much faster than a missile would still be useful at much longer range. I would swap the ranges - the slowest would be the least use at long range so missiles would be shortest range - missiles are only the longest range weapon in an atmosphere as then you have to keep powering any projectile due to drag, and beam/ener
heres my 2bc I see no reason why borders could not work. But, you must be able to tell if someone has crossed your border for the idea to make sense. In mid game you could very easily build a fleet of sensor ships and position them around your 'influence' border, therefore you would know when anyone enters and should be able to take appropriate diplomatic action. In the early game th
@bummed, I agree that with a large enough tech difference (like your knives vs machine guns example) you should for all intents and purposes be invincible - but this is and example of modern weapons vs iron age weapons! there are lots of in-between levels, and you should NOT be invincible for example a machine gun against 5 pistols. I think the exponential increase would too quickly reach the 'invincible' stage for too small a difference in tech, unbalancing the game in favour of more
1)agreed, some initiative type thing would be fun, maybe based on ship size, or weapon range. 2)already taken into account in Hit Points - its much harder to destroy a larger ship. I dont think missing would apply with such things as computerized targeting and near-instantaneous beam/driver weapons or guided missiles... however small the hull 3)I think the weapon/sheild stats are ok as they are - with this sort of change, a small tech advantage would make you invincible!
as far as i know, ship designs built in previous games will be available in any subsequent games (they are for me) once you have researched the techs required for them. (unless you've re-installed since or deleted them from the folder they are stored in - cant remember which folder this is). extra miniturization is not an available option at the mo, except as a special case for the yor, though I think some people want this added as an option so maybe it'll appear in a patch. <br
@johnbigbootay I am experienced aslo, but with an added caveat............some times when I buid a ship or buy one because I am getting ready to get jumped by some alien invidels...........the ship stays in the star not finished with "0" weeks left. Kind of screws you when the stupid dregs are trying give it to you. do you mean it s
another slightly strange thing with upgrading... if you have say 4 ships of some design to upgrade, it costs more to upgrade them all with the 'upgrade all' check box than if you go round and do them all individually. i.e, upgrading 'all' of 4 ships costs more than 4*(cost of one ship). its not n*(cost of 1 ship) either, so cant mean just displaying the number of ships to be upgraded wrong or anything.
- It seems when you stack techs together to trade, their value to the AI decreases for some reason. So you seem to generally get more cash if you sell two techs separately than you will if you sell them both in one trade. I'm not sure if that works in your favor if you try buying multiple techs from the AI (definitely worth trying). It definite
Link Hope i've done the link right... anyway, this is a good newbie guide, cant say I agree with everthing in here, but if we all agreed on what was good strategy we'd be robots! many of the most important points are in here (or in comments), but just use it as a guide and figure out what works best for you - everyone will develop their own individual style with experience <img src="http://images.
I usually go for: huge (or occasionally large) blind exploration abundant anomalies max difficulty ~ 6 random races all victories on normal research everything else random - I love not knowing what I'm going to get!