Really? I always thought that hotseat was a much easier thing to implement. Seemed that it was just a matter of having 2 human controlled civs with the A.I. using the same script. What is the major time sink with doing a hotseat mode? Just curious.
Mystiqblackcat
I believe that you have to have at least 1 defense/weapon for the starbase assist to kick in. Exaple: So a tiny fighter with 2 laser near a starbase with +1 to laser and massdriver and +1 shield and point defense. When it attacks, the fighter would get the +1 laser and +1 mass driver from a starbase but not the +1 point defense or +1 Shield. To rectify this you just add the cheapest form of defense you have researched and can fit to the fighter and voila you have extra defe
I know multiplayer hasn't been and won't be included. But would it be possible to include a hot seat mode?
I miss a good 'ole space shooter. I used to play Tachyon the Fringe alot but it won't run on Win XP and I can't find a work around for it. Real shame too, it was a good game and multiplayer was actually pretty fun.
I noticed that when I made a troop transport with only one Troop module last night that it maxed at 500 pop. Does this hold true with one Colony module and more importantly can I add more modules with miniturization to increase that amount carried to over 1000?
since its fairly new there isnt alot of FAQs or user created manuals around, I'd suggest browsing the forums for a little each day. I'm new to the series as well but I also have Civ 3 and 4 so I'm fairly experienced with turn-based strategy games. I bought the game online and downloaded it so I dont have a printed out manual to use while playing. Though I did take the time to skim it for important info. It is detailed and has a table of contents I'd try looking into that. <br/
I'm with GB17, my game crashes pretty randomly. If I hadn't invested in a new case and fans before christmas it would be nigh unplayable which consequently would be a dog gone shame cause so far I'm loving this game.
I was going to mention the space requirements as well. When you look at low level armor techs they all require huge amounts of space. That in itself means that going for 1 point of each kind of defense is harder than going with an advanced form that offers 3 defense for much less space. In a game im playing now the AI all have mass drivers so I have teched way up the armor tree and have the second grad of the third kind, tri something or other. I noticed that it only uses up 6 or 7 space com
Sounds like a good idea, we probably wont get it though as the dev stuff I read said they tried to put it in but it couldn't be balanced. As a counter to sensors it could be cool in the future if we get multiplayer.
I like the way techs work now, you actually have more choices. And I for one do occasionally use lower level laser techs. for example I might want to save cost on a new frigate so I can producde them faster so I use a cheaper laser that does the same damage as my armament. This is just one example but there are plenty of ways to use the tech system in ways that almost no other game gives you the option of doing.