Spearthrower

Spearthrower

Joined Member # 2351367
11 Posts 567 Replies 5,778 Reputation

I think I'm going to declare piss-covered victory and then go take a shower. Yeah the asshole there won because I didnt want to keep letting this thread sidetrack into an ego stroking session for him! <TABLE cellpadding=8 width="95%" alig

126 Replies 52,720 Views

Theoretically, it's a good idea.... even by making your scout retreat it is hiding the presence of further fleets incoming. It's the length to which it goes to as you say and the way it currently neglects its own safety by doing so. This is probably another factor in what I think is the single biggest problem with the AI as it stands and has effects on every aspect of combat versus the player - speed! If those fleets moved considerably faste

9 Replies 7,206 Views

That's the first time I have actually seen a cogent reasoning behind the ability to target ships in battle. The problem with your example currently is that it would make it near impossible to invade without losing transports as they tend to be put on a cargo hull with 1hp. The counter I suppose, would be to put them onto the larger hulls and whack loads of defenses on them.... then you'd be really stuck what to attack given the choice - attack the tran

35 Replies 27,601 Views

That's all I'll say...back to fixing bugs (read: the legitimate kind Are you inferring that the Thalans are illegitimate bugs? Hmm actually, they probably just have a queen and never get to meet t

11 Replies 9,679 Views

This (multiple construction modules on a constructor) has been talked about recently by someone from Stardock.... exactly who escapes me right now.... but it has definitely been mentioned as a possibility. Actually, I seem to remember that they are going to totally rework starbases for the next patch meaning that you require far less constructors to build one up to max (i.e. less components required) but that the costs of the initial components will be increased.

8 Replies 10,344 Views

such as targeting priority This is one thing I dont understand as a request. Could you perhaps go into a bit more detail here? As far as I can see the game does what the human would do in any given situation i.e. Attack the biggest potential threat (highest attack against your ships) with

35 Replies 27,601 Views

It would make sense if Espionage got buffed that little bit.... well, not espionage per say, but the removal of the current ability to see what weapons and defenses other ships have without having spent a penny on espionage. I think you shouldnt have a clue what weapons/defenses a ship has got without having spent the funds on infiltrating that race - the weapons/defenses when clicking a ship would just be a question mark. Given a

35 Replies 27,601 Views

I dont think anyone said it's useless. Far from it.... it is very very powerful and totally cuts out the need to maintain a sensor network. If it were relatively less bonus range or ships had a higher potential maximum sensor range than the bonus it gives, then I think it would be a powerful, useful wonder. At present it's just too much and too cheesey! </

10 Replies 7,872 Views

I'm undecided about agreeing or disagreeing. If you could though, if you failed that percentage chance to breakaway, you should be destroyed for "turning your back" to the enemy.

35 Replies 27,601 Views

Yeah, I am sure that most people have got bored of responding to these posts.... I tend to start a reply with a dry "it's not a bug it's a....." because I dont want people to get into an argument over this daily and to have 40 post threads about it while more important matters and strategy talks etc are pushed off the front page and end up with 0 replies. I think that most people who do it simply dont understand the word bug. That's not just

11 Replies 9,679 Views

There's another topic on this somewhere recently....... but to restate my point of view on it. Personally, I hated the old way! It was a real chore to find the components to delete on the original version if you built anything bigger and more complex - not to mention if you had stupidly put something in the interior of your ship!. Clicking on the things in the bar to delete them was unpredictable at best and would often replace it as soon as you clicked on the next one. No

8 Replies 10,350 Views

It's definitely ground based combat bonus. I can't remember the exact percentage but it should be in the Wiki Link

5 Replies 10,306 Views

Once Eyes of the Universe is built, its not necessary anymore for any sensor things, since its increasing all vessels and starbases sensor range to 15. In general this is kinda lame, since it makes sensor stuff unimportant, also sensoring is easy and fast to tech. Yeah I've come to the same co

10 Replies 7,872 Views

You dont need people to operate any of the buildings in the game - it's just not a factor in this game. The sliders for research/military/social tells how much of the potential operation is used, together with the spending throttle. 25 *billion* people on a planet is nice for taxes, influence and troops (both defensive and to send to take AI worlds) but makes no difference in terms of operating buildings than having 1 billion. I p

6 Replies 8,963 Views

It's not exactly a bug, more like unincluded content. With the first release, the Good ethic special defenses weren't there - they came down in the next patch. The Neutrality learning centres will be coming down in a further patch. Just ignore that tech for now.

10 Replies 8,824 Views

Yeah, but how to enlarge thoose extra parts number? There are standart number of extra ship parts that i have when i start the game, but is it everithing i can use during all the game? Is there will be no more extra detailes for my ship? Maybe i should research something? But i can't find what exactly. IF it possible of course.<B

8 Replies 3,863 Views

Damn, I tried this back when I first got the game and it didnt work then, I chuckled once and moved on. Maybe something that has been unintentionally changed in the patch process? Either that or I didnt have Jedi diplomacy skills when I tried it!

15 Replies 16,178 Views

Ok, I made a picture to explain it better. http://img229.imageshack.us/my.php?image=explanation0go.jpg Number 1 is the rally point creator - to automate fleet creation near the frontier. Number 2 is 2 of my ships stacked in 1 parsec, see how they are both highlighted blue - click them once to select/deselect them Number 3 is the Creat Fleet button That's all you need!

2 Replies 2,849 Views

When they are in a stack together, you need to click one ship (in the panel at the bottom of the screen) then another ship - this will clearly highlight them in blue on that panel. Pressing create fleet will then put both of those ships into a fleet. You can also set a rally point (look at the top of the action panel on the far left above your cash and population numbers) to create fleets. Then point your production planets to that rally po

2 Replies 2,849 Views

Does that event make all planets (even the ones that were not habitable to begin with ) habitable, or only one that hadn't been colonized yet (ie: habitable, but not colonized)? It made only the PQ 0 ones change when it happened to me. All other colonised planets (and presumably uncolonised but highe

5 Replies 8,193 Views