You can build huge-hulled freighters that are armed to the teeth with the latest weapons and defenses money can buy, however this isn't very cost-effective. ohh i dont know, if your freighters are kicking the snot out of the enemy fleets, and since the enemy seems to live to attack shipping id say its worth the cost. but thats just a quirk in m
Knute112
never mind engins put a gun on em i hate getting jumped by the enemys lil piddle fighters, so i arm my freighters. they dont ever win (unless i get good defences too) but they do cause some damage, and after the 3rd trade ship blown up generaly the 4th one takes that fighter out. hmmm i wonder ........... can huge hulled ships be built with a trade module? ill have to check th
well in my case ive never see them do it before or since. and thats a long haul from laser 1 to doom rays in 50 turns, especialy with only 3 planets and non of them dedicated research worlds like a human could do, im not sure it would even be possable for a human to start with 3 worlds with all research and progress like that. since you would have no form of income everything would shut down in 10 turns or so due to lack of funding, or your planets would all rebel because of taxes being too high
on the other hand if a ship could actualy be set to guard a square as the name implys all the logistics in the world wouldnt matter since the guard ships would be 100% assured of being the ship/fleet attacked first. as it should be. i dont loose merchant ships or starbases to the enemy, i also dont use either the guard or the sentry functions since they have no real use. but i WOULD use a guard function that would make the ship an actual GUARD of the square i stationed it i
i was just guessing at my post anyhow in so far as ive never played a game long enough on the hardest level to actualy do any 'testing' ......... yet. im still learning all the ins and outs so that when i do move too the top i dont just get slaughtered. and what i have learned beyond any doubt is that i can build a core empire of say 6 or 7 worlds and dont need to develope any more worlds further to meet my research and production goals. my general strat once i switch from develope mo
edit: Obviously in the case where an opponent is going for cultural domination, the AI should prioritize things like embassies over factories etc. But factories should still be very high priority as they allow you to build things like embassies etc. on the other hand if the game were to hand you 10,000 BCs per turn along with another ohh 5000
i had that happen to me in 1.0X with the yor. they went from dead last with 3 planets, to doom rays in about 40 turns i guess, i dont check up on enemy tech progression all that often but usualy every 50 turns at the most. anyhow i could find no cause for it, once i noticed it i took them out the next few turns and nothing was out of the ordinary with their planets, the only thing i can think of is that they perhaps got that event where their power doubles every turn and i just didnt
*shakes head* now we move back to the original complaint, that a ship on guard is NOT the first ship to defend a square. if i put a ship on guard with a fleet of constructors (all in the same square) that ship is not the defender of that square as it should be. same with starbases, or other ships. envision a staging area, you collect non combat ships, and select combat ships to guard the area (much as the north banks were in WWII) if an enemy attacks that area then the gua
not really, dont know what you dont grasp about this, a ship on guard is on guard in a given square, if an enemy ship attacks that square then the guard ships take action. not rocket science here is it? perhaps if i say they counter attack then it would become clear?
Yeah, If you never saw Babylon 5, do yourself a favor and rent or buy all 5 seasons that good huh? ill have to check it out. though the borg of the books id pit against anyone. they even managed to borg an orgainian. no small feat that
The hell? I don't even want to know what "Kirk sex" is. I'm guessing it has something to do with killing the Commies? hah newb, Jim Kirk got more ass than a toilet seat. hell half his 'missions' were because he got some mud for his turtle and the rest of the crew had to save him from waht ever alien chick he was prongin this week. classic sci-f
A security guard does not engage the bad guys he just calls the cops. how does that apply to the game? what 'cops' can your military call? seems to me they are the 'cops' , and there for it would fall to them to take actions that the 'cops' would take, like, ohhhhhhh i dunnow, attack and remove the invader? <img src="http://images.stardock.co
only problem i can see is if your planets arent building constructors then they are building warships. constructors are designed to be a time sink so that you cant just churn out a few constructors as seed bases then churn out a ton of warships and sweep the field. i do like the idea of being able to add more than one constructor module to a hull though. with the increase in build times adjusted to reflect it, it would indeed cut down on the math. though i have
i think we all see what we want to see really. i was thinking that the story line itself reminded me alot of MOO, except it also reminds me of star Trek, given that the human flagship looks very much like the last incarnation of the Enterprise in Nemisis. the Drengi remind me of klingons (even look a bit like them) and the Korx if you stretch a bit (ok alot ) invoke the vision of a borg. but
From Dictionary.com for guard: 5) To supervise entry or exit through; keep watch at: guarded the door and now i suppose we would need to define supervise right? the implication of the word 'supervise' would mean if anything was out of line then the person supervising would take action, such as attack the thing being supervised rig
perhaps the issue here stems from the wording used to describe the functions. i can understand that there would be two different sentry functions, one for general and one for enemy. but by wording the sentry function for enemy and calling it guard it causes this debate. a guard is not ONLY a sentry, though the dutys of a sentry is part of being a guard. a guard also defend what its 'watching over' unlike a pure sentry. now i know that you fan boys get your jollys
no 'base' should be undefeatable. its one of the first laws of war, being on the defence takes away your advantage. in one of the Star Wars books ive read there is a situation where the falcons gang are trying to stop a star destroyer with only the falcons weapons, Luke said "there must be a way to stop this ship" and Han says "thats what other capitol ships are for kid". you want to stop large fleets then move in your own fleets. star bases are just that, bases. and in a r
Guard is supposed to wake up your ship when an enemy appears and you take over. How you expect that function to force another player to attack that target first is beyond me. The closest I can interpret your expectation is to have the ship not only wake up, but to auto attack as well. I'm sure you'd find some fault with it if that was the case: ie, That's not the fleet it
What the Hell? you didnt change the box art too? damn it all, i want my money back on a serious note, that it perhaps the most impressive list of fixes that i have ever seen in a patch. i suppose it says something good that i read them all. that i actualy enjoy the game enough to see whats in store. good Lord ive owned games whos total history
seems to me that if you put a warship on guard at , say a starbase, then taht warship should be the default target for the square under attack. that isnt so. when i think of guard i think of , well, GUARDING something, a starbase, another fleet of ships, a given point in space for what ever reason but that isnt the case. if i have a fleet of mega gun ships and i want them to guard a sector full of constructors, it should follow th
everyone and their sister does MP now days. this 'theory' that no amount of code can ever match a real player is true but beside the point. for me a good game is about the game itself and how much i enjoy my time spent playinbg it, not about how many 'wins' i can wrack up either against the AI OR against people in a MP setting. i spent almost 5 years playing Ever Quest so i can understand the thrill of playing a game in real time with/agains
One little note about interdiction fields: Each space is a parsec, being about 3.2 light years (if I remember correctly). Whatever particles make up the field can only move at light speed (particles don't have hyperdrive) so once you turn the device on it will take 3.2 years (about 160 turns) to get to a 1 square radius. This means that by the time the field gets big enoug
you were allready German. you may have been born in 'east' Germany but your grandparents and perhaps your parents recall being just German. despite the things you envy'd you were still the same people by dint of culture, same language same world view. still raised in the main the same as your 'west' German brothers. except for imposed political views it is a good example of my point though, after all, DESPITE 60 years of communism, given the chance you still chose reunification
Frankly, the business about perceived trespassers could be handled with the ability to send a message to the offending AI not really since you would need to have some code to form a frame of referance for the message otherwise with no in game borders then how will the AI know what the 'warning' is
mine fields and borders. i agree with 100%. sorry i skiped the stuff about starbases but ive seen Star Wars and the deathstar explode ...... twice anyhow to my mind i have to agree 100% samuria. thats pretty much my fealings about boards all in a nut shell. i dont want to controll 1/4 of the map unless i actualy OWN 1/4 of the map. id be happy