Well I got rid of the PK's. I traded lots of techs, BC, and my right arm :), for the large hull tech. I then reseached far down the missle defense tech tree. I got another random event that changed a bunch of zero class planets into class 6 planets. Luckily lots of them were near me. I colonized them and put one Yor research facility on each. Once I was far enough down the defense tree. I loaded up a large hull and went after them. I lost a bunch of ships in t
Borg999
In the OP's defense... He is correct on one point. Yes, there is a significant research slowdown in TA that has nothing to do with your research rate or the game settings. It's bug that several other players have experienced, and the issue has been discussed in another current thread.
Thanks Pndrev! I've being playing all versions for quite a while, and this is the first I ever seen of the PK's. The AI usually throws the plague and Jagged knife events at me.
I made a similar post a few days ago, but know I'm pretty sure there's a bug. I got the PK mega event and they destroyed all of my ships. OK fine, I understand. But they also detroyed all of my freighters and trade routes (what is agressive/militaristic about freighters???) They destoyed my research resource starbase, but not my military resource or economic bases. If they are designed to halt agression, shouldn't they have gone after the mi
Well, I'm the strongest civ in my current game, so the computer tossed the peacekeepers at me. They destroyed all of my ships that were not sitting in a spaceport, all of my freighters, and my research resource starbase. Now 3 PK fleets are parked outside my homeworld. I already sent about 4 fleets after them. But of course they're too powerfull and I can't even dent them. So now what? Will they ever go away, or is the effectively game over? (I can't conduct war with them hang
I guess this is a "me too" post, but I've noticed this tech cost inflation as well. Techs that usually take me 8-10 turns are now taking twice as long,if not longer. I usually play the same way with the same civ each time, so a "change in playing styles" is not the issue. It's very fustrating, and reduces the enjoyment of the game. I I hope this isn't the "curse of 3" (e.g. civ 3, MOO3, etc.) I realize that SD wants to move onto "bigger and better" things, but I really hope they fix th
First, I want to publicly thank Travis in Tech support for helping me with my SDC issue. It was an on-going annoying problem, and he fixed it once and for all! Here are some minor issues: The first line of various screens is hard to read. On my computer it shows up as yellow text against a white background. This occures on the screens that pop up the first time you colonize a planet, investigate an anomoly, and the random events. The "volocano" random eve
IMO, the human race will have long destroyed itself (directly or indirectly) before travel between the stars (within a mortal lifetime)can be achieved.
Game spot requires me to sign up to get the file. I don't want to sign up. Is there any other place I can download the demo...Stardock Central maybe?
Last night, I tried to buy a mid-level missle tech from the Korath who had a high level missle techs. They wanted to charge me a fortune for it. I understand why a weapon tech would cost more than other techs..(no sense in giving away a tech your enemy could come back and crush you with), but I think the price should be relative to the tech level achieved by the seller. In other words, if I have the "black hole" missle tech, why should I be afraid of selling photonic torpedos
I confess. I don’t spend much time designing ships. I use the standard hulls, and put one maybe two "designer" components on the hull for identification purposes. I’ve tried to design really neat ships, but I always seem to have problems putting components where I want them. No matter how I twist and turn the hull, no matter how big or small I make the components, I just can’t make the ship that I want. I know it’s possible. I’ve seen many great ship designs out there. Perhaps
I typically play on a large galaxy with abundant stars and annomolies and occasional planets. I use all major races and all minors. I find that as long as I don't start at the center of the galaxy, it allowes more time to develope before the agressive races start picking fights.
I would like to see a personal scoreboard that keeps track of various statistics for each finished game (On the hard drive, for player review, not part of the Metaverse)
[quote]If you research Starbase Fortification, you can fortificate starbases with weps, hulls, shields and so on, but a module that increase HP would be cool. [/quote] Yes, I know about SB Fortification, but the current modules available are useless in the mid and late game when ships have substantial firepower.
I'd like to see a starbase module that adds hitpoints or an increase in the strength of the attack and defense modules available. Guarding a starbase with a fleet of ships should not be the only viable option for starbase defense.
I was playing as the Yor. The Korx and the Korath were the only other remaining civs. The Korath were close to defeating the Korx when the Korx surrendered their remaining planets to me. However, the Korx's influenece remained on the minimap. Even after several turns. I also tried to fix the problem by closing the program down and reloading. But, it's still there. Is this a know issue? Now that TA is close to being released do you care? :)
[quote] So next time you rent a movie from a machine... think about what's really going on behind the "insert cash here" label. [/quote] That's just the way it is. There is nothing you can do, it's inevitable. Join us or be crushed. Sincerely, The Yor :)
I'd like to see a "capture ship" ship module. Hopefully, this wouldn't be a big programming job. Somewhere down the tech tree, a module would become available that allows a ship to capture an enemy ship instead of destroying it. For game balance, the module should be large and expensive. Also, the captured ship would be reduce to 1 hit point and would have to be repaired at its normal rate. As a counter to this module, a "self destruct" module could be availa
[quote] And if each had a type that no one else could defend against, then what is the point of defenses anyway? That makes no sense and would make it a worse game. [/quote] Well it would just be another shift in priorities if you had to obtain the defense techs by another means other than research. I never suggested that a civ could never defend itself, just that it couldn't research its way to it. This would also have the effect of making spying more r
[quote] I was expecting each tech to be race specific. For example, the Yor could steal/get in trade farming from the Humans, but it would be of no use to them. It hasn't got that extreme yet. The Yor still use farming techs, their "charging stalks" provide morale and food. [B]The Yor still require energy to keep them going, but human farms techniques that produce apples and oranges are of no use to them...so a charging stalk would be unique to the
Yep, even the evil ones. Each dead citizen could have been a potential soldier used in the evil races expansion plans.
And you are wrong in "dressing" too. The races will really have different weapons. All weapons have one of the three types (beam, missile, particle - it remains the same) Well, that's my point, if they all still fall under the same major weapon categories, then any beam defense can protect against any beam weapon. To be truely unique, there should be 9 different weapon types, that require a unique type of defense, otherwise it's just a name change with slightly different stats
"let them rot" ...But you guys are just exploiting a bug/poor programming. Any reasonable race would research a cure ASAP if droves of their population were dropping dead in the streets. In TA, that bug will be fixed, so a new approach will have to be considered. I like the money option.
Well wait a minute. so you're saying that all the "unique" techs are nothing more than window dressing? I was expecting each tech to be race specific. For example, the Yor could steal/get in trade farming from the Humans, but it would be of no use to them. Along that same line of reasoning, I was exepecting the weapons used by each race to be completely foreign to all other races, using a technology that did not necessarily "fit" into one of the 3 types of DA weapons.
But if you don't have any knowledge (the tech) for the weapon being used against you, you can't build a defense against it.