Interesting Responses... I tend to also load up a ship at the end of a tech segment, aka laser 5 or stinger 4's. I update the design because all the components are smaller and I can get one extra weapon or defense. I don
antracer
First you say there shouldn't be a boundary, then you say you should have the right to ask a ship to leave 'your space'... So, how can it be your space if there isn't a boundary ? How do you tell someone to leave if there isn't something that says you can? The point I have tried to make is this: Draw the line
PQ4's are some of the best planets going. Soil tech gives them PQ8, habitat PQ12... with weather control I have a PQ15 useable. Always a good pickup. I leave 6-9's alone if I have to choose... T
[quote] Also good for a laugh is to park transports next to one civ's planet, gift them to the other, and watch relations plummet as the recipient is too stupid to move the transports.[/quote] [e digicons]:')[/e] Stardock: Please put the above in your dictionaries next to the word exploit... But plea
I only want rotating planets if we can put little cars on them and then click on them to get an 'in the seat 3D view'. As long as they don't go too fast that is, or else I'll get sick... [e digicons]:sick:[/e] <span style="font-size: small; font-family: trebuchet ms,geneva; color: #33996
I don't know what happened to the above post, but ooh... the pretty colors. Almost makes it look like I knew what I was doing there for a second... T
[quote who="RougeTrooper" reply="14" id="2010074"]I like your thinking Antracer. Hey! we could make a mod together. I was just thinking maybe there IS a way to lower ship visibility. I know it's pretty far fetched but i'm sure I spotted something on it whilst going on a systems check. If we could make a ship that could go unnoticed for a relivily short time. Make a tech tree of gradually advancing technologies, Like um.. Starting as sensor inference equipment right down to shift a ship into s
The problem in GC2 is how do you detect those holes of yours??? Did you make appropriate sensor or energy field detection parts and techs to combat your new units or is more or less a cool exploit/all for show thing at this point?It sounds to me like it's more in the realm of visual hiding on screen for the player's benefit as opposed to an actuall technology in use during the game... Still, Black holes marching
I'm a casual player myself, not into the seriously difficult 'mind everything or you will FAIL' difficulty levels. However, I found challenging to be a bit misleading. It really wasn't. Tough plays pretty well. The AI aren't dolts, they get a little aggressive. They also play some decent battle strategy. I will probably go to crippling soon to see if it's markedly different, just to find the sweet spot between c
I love the culture game myself... nothing like flipping planets. Constructors can be had on the cheap and it's alot less risky than war. I take 1/3 to half my panets this way just because I like to. I do turn off the influence victory though. There are few AI that can handle it, and those that can are way over the t
That's one way to do it for sure. You could potentially have alot of fleets out there though, making placement and creation of systems as chokepoints important. It also still doesn't guarantee safety either, which is a necessary concept to maintain. You can never be 100% totally safe, especially with cloaking or steath technolgies and the ability to warp right into the center of a system to attack.
That's very interesting indeed... I think I will attempt this next game. The 7bc per morale building on the upper scale adds up to quite a bit when you've got 50 planets. (or 100...) I am very curious about elections though. I realize as long as you carry 51% no can beat you, but if it drops below you're OK so long
@lethstang: CEC is mandatory build for me. I don't enjoy the 'espionage' component that much. Besides the mega events, it still sucks to be you when you meet a decent race from far away who decides now is a good time to use the 20 spies he's been saving for a rainy day. I keep 1-5% diverted to spies and hoard agents up to 6 or 7, sometimes using 4 of them for passive on the o
Somehow I just don't see the Drengin NOT using all those big guns they just 'happened to bring along'... Something tells me those tiny hulls would be little more little pieces parts after some 'very entertaining' target practice... [e digicons]:grin:[/e] <span style=
Some of have a REALLY difficult time with these things called 'short answers'... [e digicons]:-"[/e] Maybe I should go and research that tech... Which tech tree is it in??? <span style="font-size: small; font-f
[quote who="Drache84" reply="2" id="2006694"]You're own tech tree? You modded it in? or is there an easy way of making you're own tech tree?[/quote] Yes. You can use the editors in TA, should you have it, but I don't. I use a freebie program called XML Marker. In the folder with the individual tech trees, copy one and paste it. Rename it from 'copy of...' to whatever you want. I then open it in XML
Just as background... I use my own tech tree, which has the weather control tech but not a tech that nets me one of those lovely 'starter' improvements that gives the pop and econ boost. Later I can trade for it, but begin game I have to let everything develop on it's own. Alot also depends on whether this is beginni
[quote who="Sole Soul" reply="19" id="2005541"] What gets me is whether having two of the same engines would actually make a ship faster. Thrusters, sure two would be better than one... But a warp engine? That's my argument. Although-the way you've phrased it doesn't mesh with what I thought you were asking. Rather, I would ask this question: Is it possible to generate two warp fields with one ship to any benefit whatsoever? The answer is a solid no.<br
I like the idea of one engine per ship, but is it actually true to what's possible ??? What gets me is whether having two of the same engines would actually make a ship faster. Thrusters, sure two would be better than one... But a warp engine? Is it possible to have two seperate warp fields with one ship inside each
[quote who="WIllythemailboy" reply="12" id="2004231"] Or an assload of heavy ships ready to retaliate. Come to think of it, that's the only thing preventing you from destroying them now, isn't it? You're both ignoring the fact that this is exactly what influence bases were designed to do - set up in enemy territory and turn it into your territory. Not to mention how hard borders would affect the colony rush; first civ to a system would get all the planets there, as their
I just had an instance of inheriting a planet by influence flip that was 8b and empty. This time around it was Altarian. It was far enough in the game for alot of techs to be out, I was building medium frigates with 2nd gen missles and beams, as well as 3rd gen sheilds and armor. I was trading away ethics at the time to get some background techs, one away from the mini and logistic tree ends. There should have b
@Cypher: I don't know about 'easier'... at least from the program perspective. What you describe though is the real issue with the current set up... <span style="font-size: small; font-family: treb
[quote who="Mistralok" reply="12" id="2003788"]@galacticdoom: Did you ctrl-n when you started the game? There is still a bug in the game that may reset the intelligence of the AI to drooling idiot, especially if you do this multiple times.[/quote] This may be a factor, thought this was supposedly corrected for TA... It would explain alot... <span style="font-size: small; font-family: treb
I play on large maps with abundant stars and planets, and even that is a little much for me. Medium is just a little to small. I love the colony rush too, which is why I set the way I do, but the thought of micromanaging 100 planets or more seems like a nightmare to me. It might be easier if I understood the governo
I was just wondering this in my last game too... Large map, abundant stars and planets. The Torians had 20+ planets. As I took them, the first ones were built up pretty well, but as I got towards the center it was a ghost town. PQ 16 planets with 8B population and a single charge stalk. PQ 12 planet with 8B population and nothing at all. Their last two planets didn't have anything, until they built a starport on