Actually once you hit an "Advanced" level of esp. for a race, the foreign page's Report screen actually says "no further espionage needed, we know everything we need to know about this race" or something like that. Basically what Esp. does for you in this game is 'unlock' their racial stats for your perusal and let you (later) snoop on their planets, as long as you can find them on the map. I always dial the spending off once I hit Advanced because you're done and it's just a waste of cash aft
LordEtterra
It seems that having a lot of speed (in the form of numerous engines) presents a definite tactical advantage – you attack more in a combat. Take this example: 6 small ships with a speed of 3 and a laser attack of 1 (mine), no defenses. The enemy: 3 heavy fighters with a combined attack of 4 lasers and 2 missiles but with a speed of 2. In this particular fight I ended up with 33 attacks overall and lost 1 ship (for an average of 5.5 attacks per ship), while the enemy got off nine attacks (3 p
Nothing gets the neighbors into your pocket like bribes...
I could have sworn they fixed things so that when you designed a ship class in one game, saved it , and then started a NEW game, you could use the same ship class again - except that I can't do that at all. What gives?
I could have sworn they fixed things so that when you designed a ship class in one game, saved it , and then started a NEW game, you could use the same ship class again - except that I can't do that at all. What gives?
I could have sworn they fixed things so that when you designed a ship class in one game, saved it , and then started a NEW game, you could use the same ship class again - except that I can't do that at all. What gives?
Actually ECM is the same thing as stealth, practically speaking. ECM includes a broad range of technologies, including using false sensor data, stealth, static, hacking and a variety of other things all lumped together under one category for ease of use. "Cloaking" the way people usually think of it (IE Star Trek) is USELESS in space since starships that are close enough to see each other have no business shooting at each other. Just look up the stats for the Enterprise (any of them) some day
Actually a nice trick I discovered in this regard makes it easy to upgrade large numbers of ships FAST, but at the trade off of production. When you have a small amount of cash in the bank do a mass upgrade of a given class - which can quickly rack up into the tens of thousands or more - and the following 2 or 3 turns your entire economy does nothing but pay off the debt. But you produce nothing new and research nothing while you do it. Not bad if you need to up your firepower in a big hury <
I find that a good aproach to fleet building lies in the mixed units aproach, with diferent units focused on diferent things. That way you can switch your production of ships to meet the needs of battle against an enemy with a diferent specialization. For example, This fleet, consisting of a Manticore IV (4 laser 2 shield medium size), A Hailstorm BCR (3 laser 4 point defense Large size) and a Ragnarok BCR (3 laser, 6 armor and large size), with either a Warthog III (medium ship, 2 Mass, 7 shi
I've noticed that when you go to quick-select a ship to build for a given planet from the main map (select the planet in question, and then click the "build ship" button, it pulls up a list of not only all the ships I have in my shipyard, but every ship I've EVER made there, including one's I've made obsolete and ones I've deleted. I don't know if this has been reported or not, but that is one CLUTTERED screen because of it.
It seems that they added the 'feature' where when you go to upgrade a starship class in the shipyard, it automatically strips off all of the stuff you had on there before, which is annoying. VERY annoying. What happens if all you wanted to do was switch out weapons? Now you have to add all that stuff all over again. This should be an optional 'feature' you can switch off in the game menu. All they needed to do was put an extra button at the end of the little parts scroll to 'jump to end' so
Nope, I downloaded 1.0X tonight and then rebooted - I didn't get this ever until just tonight.
As a follow up to this, after the turn rolled over the population got chopped down to the planet's max. sustainable pop.
I invaded a planet with 4500 troops. The enemy had 22000-23000 people on it. I used information warfare and managed to scrape in a with with 17 men left standing - however - the population on my newly conquored world of Sauron II reads 4294964.00b - with a listed income of 29795. Odd. The minimap with the population toggle on looks hillarious, since the huge galaxy suddenly became like 65% my color heh.
You usually need to start a new game to get the mods to take effect. I've added a new minor race and will see if it works when I start a new game, hopefully.
The random event that causes a vote on who should colonize a planet that has recently become inhabitable because of voicanic activity is bugged - the chat says "on the planet of" but never mentions the name of the planet, and keeps going with the rest of the text.
I preordered my copy with EB games in a Chicago suburb (Schaumburg, to be exact) and got a receipt that reflects this, but the stoore not only JUST TODAY got the game in, but did NOT get any collector's eddition boxes. I have been robbed of my extra content after salivating over this game for 6 months! Has anyone heard of any way to get this problem fixed? I want my extra content! Dave B. [email protected]
Specializing has it's up side in super-fast production and uber-cashflow, but be careful - if you specialize too tightly and then loose a "super specialist" planet, it's going to HURT. So if you use the super-specialist planet approach, I recommend putting like 3 or 4 times the fleet over it. This fleet (which is often called Home Fleet, or something like it in books) has one job - stay home and guard the gun store. The other approach is having a very spread out empire with less pla
Selling tech in any civ-type game is always risky, here's some pointers that Civilization and other 4X game vets probably already know: Minor races will sell to anyone. If you sell to one and not the rest, you're just giving it away. Never give or sell techs when it's not your turn. If someone says "Can we trade for this?", you can bet your boots that they will sell the new tech to every other race on the board. This isn't always the case, but if you assume it is you'll
My take on carriers is rather simple; the carrier's fighter bay modules would supply the ship with X number of Logistics Points that can be used to house tiny craft only. Then make the fighters require a module that gives them a very short range, but lots of movement. So if you're nowhere near your own systems, and that carrier buys it, the fighters are screwed. Very realistic, ask anyone who flies an F-15. The production of said fighters is pretty easy to do without uber-micromanaging - MOO