On population, I just beat the new Beta AI (max AI w/o cheating) ONLY because I had high populations. Recheck ur numbers plz, or post ur equation, cuz high population is ABSOLUTELY necessary, I had money to buy 2-3 discovery spheres a turn and get a tech win , despite getting totally beat down by the new AI
Pinith
I cant..... what ship type/map type were you on?
Ship builder: Odd glitch where after placing life support on a Yor Cargo hull, resizing function is inverted... havent tried it with other hulls yet... edit: Also occurs with tiny Yor hull Also, Resizing Ion Engine on both above hull types results in a change of direction of the engine (not an issue with the two earlier drives)
Not entirely sure if this is a "bug" but after messing around with a ship component (VERY cool btw), if you add another component the previous component's orientation is saved.... so cool.... Im gonna mess with that some more....
I believe the survey ability is a "feature" since switching between scout + survey sucks. It really makes the early game less of a hassle
Great list Dont suppose there's an ETA to planet quality stuff getting cleared up?
I like the PQ bonus a whole lot.... if it worked....... I've been going with max economy bonus + some social + morale..... although I may stop taking the morale boost. Anyone else notice that its impossible to tax above 69%?????? I know its because of the design + the 10% increments... but still......
I think the starbase issue is at least partly countered by the fact that small ships are limited in speed+defense. I like having 2 engines per ship, it lets me run circles (at the moment) around the AI. But then I need larger hulls since the engines take up lots of space. Faster ships have a significant advantage, since a squad of 4 big ships getting first strike vs like 10 small ones kills 3-4 right away (mid-late game), the counterattack won
I'd have to agree with Spearthrower up to a point. I "basically" have like 4 types of planets: econ, production, research + crap. The Production worlds get a couple farms + entertainments so 1) they cant be invaded 2) i get some money and 3) they can crank out transports The research and crap worlds i dont bother with, if the AI conquers a research world i fast build a transport on a nearby production planet and steal it back. How do
Kinda about this, will the "prices" for military and social bonuses be altered? To me, a development freak, I'm gonna be really tempted to drop military production to 0 It would be even worse if the "bonus"
Quotes messin up for me: I would say the Terraformer is the best wonder. The reason is you can use the more devastating invasion tactics, and yet, if you win, the destroyed ground is replenished, as well as having access to ground that the recent occupants didn't have access to. It does????? woah.... I just get around soil/hab
Just curious and don't want to try it and mess up something. Can we delete or remove the ship files that come default so they dont show up anymore/free up those name slots? Anyone know, it'd be sorta nice..
Also, are you using the in-game ships? You mentioned "frigate" and "defender"..... Try designing your own, hopefully with better engines... an AI can rarely beat a human in maneuvering even with a slight edge in firepower. Also, you don't need frigates (mediums hulls right?) until way later... like after plasma (phasors?) Get miniaturization and get ur laser tech up (laser 3,4,5 should take like 2 turns each?) Also, if the campaign is
Pretty much, every time I've made it to mid-game I've been "winning". Out of curiousity, what difficulty are you playing at? I almost never end up making military starbases (i tend towards econ or incluence). Also, how long (years) does it end up taking for a victory (tech or otherwise)? Usually, for defense, I rely on having two "fast"(faster than the AI) engines and eyes of the universe... first strike + all attack has worked pretty w
It seems like you're possibly making colonies too fast-each colony has a maintenence fee, so if you get to the point where that fee exceeds your tax rate you're really screwed. Dont lower your industry slider if you can help it... even going into the red (-500) and popping back up is probably preferable. I'd also say you want to specialize your planets (research, factories... etc), and most ppl like to use big ~20 size planets as people far
that and if you have a fleet selected, then projected flight path shows up or something--the coordinates aren't very intuitive
I think the idea of the "flagship" is its your races first hyperdrive-capable-ship, its as if they poured tons of resources into it (its got sensors+decent engines)... and without a scout/surveyor in the beginning the start of the game would go way slower
Yeah, since the tile placements are based on some kind of randomization over the land area of a few "planet maps", then you have to consider getting a "bad planet" in its mapping ........ definitely overcomplicating things... keep it simple... or something
This shouldnt take long.... add like a "save password" checkbox to the metaverse login? Thanks for providing such great support
IS the planet quality thing intended? It seems like it is since with the racial quality, the # of tiles doesn't match the planet class anymore. Also, are you sure about it granting extra tiles from the terraforming stuff? In that case maybe I'll start taking it again....
Medium ships with 2 attack?? That sorta sounds wrong already.... maybe you've got some balance issues in your research: ie researching expensive techs instead of lots of cheap ones? Personally, I usually see my small ships get 4-10 attack before I switch to medium, which i usually get with an invasion or trading. (I play on normal or challenging). I usually fall behind the AI in the beginning for research, but I like to develop my planets
Each transport takes up 5 "supply" so you can create fleets of them .... It sort of doesnt matter since having more guys wont let you win with fewer casualties unless you get lucky, and it'll suck more if you aren't. Having more modules on a ship.... it works, but its expensive. I like to have my low production planets make transports while my good ones make battleships or whatever.
I got my first new planet (the event where the senate votes on who gets the new planet) I had xeno ethics and was neutral (so all tiles should be available), but they werent on the new planet I got.
Troops are just population.. so loading 1000 ppl onto a transport just drops planet pop by 1k. I try to think of the transports as like drop pods -- they drop down and probably take some damage in landing/battle the "inefficiency" in reusing a transport is pretty much ignored if you check the relative cost of the cargo ship+ two engines vs the cost of 1 or two troop modules, and we all know how crazy upgrade prices are...
When you do an information planet assault-- it says x-y ppl join your army. During the attack screen you have + some number of troops and the opponent has - that number. However, I noticed that if I fail, the number is added BACK into the planet population? Maybe this is intended?