Crazyhawk

Crazyhawk

Joined Member # 2384564
1 Posts 77 Replies 135 Reputation

Blah, symmetry is unnecessary, especially in space. Think outside of the box and free yourself of your chains of symmetry!!!

6 Replies 6,285 Views
Reply to Fleet combat in Game Talk

The targetting issues goes both ways and can be exploited to your advantage. When you form fleets, just start using fighter screens. If they've got enough shields/armor/ecm, and they can survive long enough, your main ships-of-the-line won't have target priority. Also: please, seriously...start using shields/armor/ecm. You'll be surprised how much fire your ships can absorb when they've got good defenses.

24 Replies 10,158 Views

Instead of creating a ship that's completely loaded down with sensors and have it crawl to your frontier, why don't you do this instead? Create a fast "pusher" cargo hull that's completely loaded up with engines and life support, then create a more stationary cargo hull that's loaded down with sensors? That way you can send the engine rig out to where ever you need it to be in a flash and once it gets there, upgrade to the sensor design?</f

8 Replies 13,652 Views

I'm sorry...perhaps my comprehension skills aren't tuned correctly. What is Chelovek trying to say? I just read something about video and QL10 planets but that's all I got out of it. Can someone translate it into something easier to understand?

20 Replies 16,933 Views

It's not an exploit if you have to pay through the nose for ship upgrades... And it's not like you can build a blank hull that's loaded down with engines and life support then suddenly upgrade it to a colony ship... You can but it would be pointless.

10 Replies 17,028 Views

That's odd. I didn't realize that scientists were known for their poetic flourish when naming an improvement on an existing technology. I thought they dedicated all of their brainpower toward analysis, research and...well...science. Perhaps what you need is to create a new galactic improvement: Hollywood Script Writer. This the scientists can tap the Hollowood Script Writer and see if they can get some really cool names for Lasers II.

24 Replies 14,809 Views

You're going to have to create some planets that are dedicated solely to nothing but research. Throw some farms and entertainment complexes to keep them happy. But dedicate everything else to research.

11 Replies 8,710 Views
Reply to tradegoods in Trade

I also squirrel away trade goods that I've taken the time to research. If someone else manages to beat me to the punch, I beat the crap out of them then take it from them like it was so much lunch money. One thing I do is to turn one or two of my core worlds into a factory world. Maybe it'll have a couple of farms and entertainment complexes and a starport on it but that's it. The rest of the squares are dedicated to nothing but machine

11 Replies 9,559 Views

Research weapons to counter the kind of protection their ships have. For example: If Shields then Mass Drivers or Missiles (missles are the least effective weapon from what I can tell, plus they take up TOO MUCH SPACE.) If Armor then Beams or Missiles. If ECM then Mass Drivers or Beams. It's always good to mix-and-match your weapons systems, however. It all depends on your style and what you're up against.

11 Replies 9,477 Views

Invasions are supposed to require careful planning and a lot of hard work. No invasion has ever been as easy as pie (with the exception of a few European countries before the onset of WWII...). It's one thing to fight ship-to-ship. Quite another when it comes down to the man. Even though you may take down an enemy's defense systems, there will always be a guerrila faction that will make it hard for the invaders to do their job. For classic examples, just look at any historical b

18 Replies 26,938 Views

I just purchased a 256MB Geforce FX5500 for just $50. It's DirectX 9 compliant; it's a 4x/8x AGP card. Good video cards are pretty cheap these days if you're not too concerned about power gaming.

7 Replies 8,014 Views

It's actually not redundant. It's necessary. The sensor range on the Survey Ship far exceeds anything that you would be able to stuff onto a Medium hull on your own when you first start out in the game. The same applies for many of the other Core race ships that unlock once you hit certain technological milestones.

6 Replies 8,756 Views

What I'm curious about is the Eyes of the World bonus. It says that if I build that, the Survey Module will be free and I can put it on any ship. Well...I can put it on any ship anyway but it still costs. What does it mean that the Survey Module will be "free"? Is that based off of its initial cost when buildling/buying the starship that has it?

5 Replies 5,245 Views

I'm no tactical/strategic whiz but here's my two cents: There are several factors that you must keep in mind when considering the advantages of all hull types. Tiny and Small hulls may initially seem superfluous but they most definately have their advantages. It all depends on your combat and design philosophies. Firstly, logistics is the most important factor in determining how many ships you can put together to form a fleet; t

20 Replies 14,290 Views

Does the velocity of the freighter make any difference? Maybe you can get more money in a shorter amount of time.

15 Replies 9,422 Views

You know, if more companies were as good to its customers as Stardock, there would probably be a lot less piracy and emotion eating in the world.

223 Replies 115,245 Views

Ugh, whatever. The time unit in question is irrelevant. It's just a video game. These aren't real people. These aren't real spaceships. Fluid dynamics don't work in space so ships won't loop around as if they're airplanes. Plasma weapons are impractical. Lasers don't make "teeoo-teeoo" noises. Real-world buildings don't just suddenly appear after spending weeks with an orange arrow hovering over it. You're not really in command of an entire civilization, much less your own personal life

15 Replies 5,995 Views