Wait... you mean to tell me Vulcans didn't name their planet Vulcan? Yeah I use this *feature* a lot when planning my attack strategies for planets. I'll go though and rename planets things like *Man Cap Here* or *Econ Cap Here* just so when I'm finally ready to invade I don't have to scan all the surfaces again to decide where I want to hit first. For some reason it never occured to me to do
cyberj914
In another thread I think someone posted about creating tool tip that would pop up over a starbase to give you its vitals. I think that would help a lot of players out in this sort of situation.
That is wierd. I know I've seen the AI send ships like freighters all over the map when they run out of trade routes but I've not seen them all just bunch up in one location. I wonder if a pointer is walking off into lala land and causing the ships to lose their destination or some how set it to those coordinates. Would be interesting to know if you use the cheat to take over the empire they belong to if you can select them and move them or if they are locked at that point.
I agree that an option to turn off the new features if wanted would be nice to have. I know a lot of people liked the tech trading off option. For me personally it made the game much easier so I leave it on. But I'm always for things that allow the player to further customize the game to their liking. Ok so spies will continue to work as they do now there will just be a lot less of them. Does that mean there will be a limit to the number of active spies allowed on a planet? Or are
Yeah I'd like to see these spread out a bit more as well. I'm sure their current position in the tech tree was just a *get these in here* type thing. I agree the current graphics for the special planets are harsh to look at. Again maybe they'll get them toned down a notch or two.
I'm wondering this myself. In my last game I entered into both of these with the same race and the next turn I had around 50BC net from my economy where as before that I had probably 4BC net. The research I couldn't find any listed bonus on the screens. Did anyone notice if there was a way to set the duration of the treaty and/or the specific traded amounts? Also once you enter a treaty with one empire you can no longer offer that treaty to another. No idea if that is intended or no
Oh ok... my bad. I suppose you always get your way when you start shouting (using all caps on a forum) and calling things stupid. Besides that there have been several posts already from Brad talking about how the AI is still a major work in progress. I'm not attacking your ideas at all since I do agree with most of them. Its the presentation that needs work. Shall we break down your post?
Ah I didn't realize that traveling into an asteroid field would drop the movement speed of the ship. I was thinking that was a bug. So that is one off my list. I didn't see anything new bug wise on my next game however I do have a few UI suggestions: 1) A new Governor to control asteroid field assignments would help. It would allow me to shift whole groups of resources from planet to planet as needed. You know in case a certain planet is working to complete a new GA or if I
Holy knee jerk reaction there sparky. There have been several posts about the fact that this is a BETA and not just a BETA the first build of said BETA. It will get better trust me. I'm sure there is a list several pages long of things that still need to be tweaked and balanced. That is why they wanted all of us to help out. But I can say screaming about how things are broken or MUST be addressed NOW will only get you ignored. So do us all a favor and take a deep breath or count to 10 befo
Nice list. I'll add this here instead of creating new thread. - Have DA read and use the preferences set in GCII. After almost a year I've got GCII set up how I like and it was kinda jarring at first when starting DA with different options.
Cool. Can't wait to get in on all the new goodies. Here's to a fantastic expansion
I must say I'm enjoying this game. It is kinda nice to load up and make a few runs then maybe fight some Dominators in a system and call it a day. The text adventures are amusing at times and down right frustrating at others. Still they make for a bit of diversion and it is nice that you can restart them if you manage to screw it up. The RTS fights remind me a lot of ... and of course the game name eludes me. I think it was *Z* something or maybe just plain *Z*. Anyway it was robot fightin
Wow... just wow. Now that is an expansion. Can't wait.
The lowered maintanence for initial colony is going to go a long way towards helping new players get their economy stable in the early go. Resisting that initial want to colonize everything in site is just too difficult . Hmmm... stock market change. Not sure on that one. Will definitely need to play with it to see if it really does effect my build strategies. Chances are slim it won't matter
Interesting... 2 things you never discuss with strangers or friends unless you want them to become strangers: Politics and Religion. Now you see why . I hate to say it but any system based on human beings is flawed because at our fundamental core we are flawed. For me personally I tend towards things that hold up under common sense scrutiny regardless of which side of the political spectrum it o
Be sure you've got the latest version of the game. In the original release you were not allowed to upgrade the core designs. As mentioned if you do upgrade say the Colony Ship you've got to give it another name. Also there are several in game named ships so sometimes you may hit upon a name used by the devs and won't be allowed to name your new ship the same. Beyond that there is no limit to what you can upgrade provided you have the space available on the ship hull.
Has anyone tried modding the Planet Improvements so that you can build all the improvements at all times (Or maybe so that Factory/Enh. Factory obsolete older techs and Mfg. Center starts a new upgrade path)? Does that screw AI actions a lot? Yes someone has (very old post couldn't find it) and no it does not mess up the AI provided you just add
Yes... yes... and um yes... . I can see all three of those and probably a few other cases. I know how I intend to use them and have used this sort of thing in other games. So I'm sure there are plenty of nifty ways for the AI to employ them as well. One question that I'm sure will be answered once we can play the beta (yes the day you announced the open beta I bought mine) is whether or not spy cost
Astarsis: Well considering I typically win the games I play yes the strategy does work. As with everything else in this game there are hundreds of effective ways to win. If you'd look at my MV games you'd see I don't play beyond Tough. I don't like for the AI to have any unnecessary advantages. Also a new player will not typically start the game much above Normal. Therefore giving them advice on how to win at the top difficulties will only confuse them when they don't understand th
I agree on principle with the OP but I think the *reasoning* for the stategy is misplaced. If you expand too quickly in this game you find yourself with an economic crunch you cannot support because of all those initial colonies now costing you a good chunk of change. This is true if you have basic factories or not. Also it is why I build an economic building first on any planet newly colonized. The initial colony has enough SP to get the early buildings I need built. After that depending o
Just keep us posted on when we can get the pre-order.
Something I've noticed in my recent game that the turn button does not highlight as it once did. It does turn green. However before v1.31 if there was any ship or fleet in the empire that had movement points left but no active destination the turn button would be active but not green. The button still changes to "Skip" if a ship reaches its intended destination with movement points left. The game ignores in terms of the turn button any ship that starts a turn with full movement but no orders
First Turn: Research Planetary Improvements Start building econ building on home world Buy Scout (I typically finance this one. The last setting is only 117 BC and the rate per week won't mean much in a few turns) Crank taxes to 49% Set spending to 50% Set military spending to 0 (you are going to buy your first few colony ships) Do not colonize the pathetic PQ4 planet in your home system. That can wait. Try to find at least a PQ10+ for your first colony. W
Hmmm... bit of a quandry to say the least. Let me start out by saying I think the folks at Stardock try to keep the customers best interest at heart. And while you can never please everyone with every decision I think for the most part each has made the majority happy. While I would accept a pushed back release date (::GASP:: a software package that slips its release ) I would rather have the or
For the OP: Yep that sounds right. Personally I feel as if the folks at Stardock have given us probably 1 patch and 2 expansions if you go by the model that an expansion is maybe some new graphics and one new feature. v1.2 and v1.3 both have a few game play changes (features). And we got them for free. Even better It really would be nice if the rest of the industry could adopt this model. H