When I use the planet overview (f2) and click on the "foreign" tab, I can see the size, approval, and production of the planets (both social production as well as military production) of all my enemies, even without any espionage, even if I cannot currently view that planet. If this is a feature, it shouldn't be.
onomastikon
OK. Perhaps this as a way of reformulating. You may not destroy all of an enemy's ships during the first salvo every time, but it does seem to be the case that experienced players bank on being able to be MUCH more effective in investing in offense + engines without defense, all the time, and this rule seems to work: Q. If you have some space left in your fast offensive ships, why put any defense on it rather than yet another gun? If the
Thanks, glavius. (I tried responding earlier but it looks like the server was out quite a bit.) I really would like to play at smaller map sizes, and I think it is an expressed interest of Stardock's that all map sizes provide fun. I will try your suggestions! I would like to be able to play the game at a level which is challenging for me, a casual gamer without much time on my hand. (I think, too, that Stardock intended this game to appeal to a w
To my inexperienced eye, it almost seems like one key element of this exciting game -- namely: researching the appropriate defense to match enemy attacks -- could be broken in the following sense: It seems as if top players build fleets of ships composed entirely of fast ships with extreme firepower and no defense, because defense is not needed if you fire the first shot. If you fire the first shot -- and you will if you are the attacker -- with extre
Supreme Shogun: I feel misunderstood. I agree that on huge maps at high difficulty levels, it may be balanced; on smaller ones, not. If what you are saying is: You should play on higher difficulty levels and on large maps if you want influence to be a (balanced) factor in this game -- fine. Too bad for me, then, because I would dislike that, for the reasons stated above.
Oh jeez. Sometimes I feel sorry for developers when they have to deal with this kind of stuff. It's too easy on the easy difficulty level! Make it harder at an easy level for the kind of way I like to win! What a foolish thing to say. I am not whining. Rather, I am indicating that the victory conditions seem e
Thank you for that speedy reply. I have not played tons of games yet, and since I do not have huge quantities of time (family, profession), I prefer to play on smaller maps. Hence: Size = Small, largest one was Medium (but I did not enjoy that game because I lost track of what I had to do after a couple of days.) The most difficult difficulty setting I have played on and not gotten wiped out militarily so far was Normal. Please note that I am NOT saying that influenc
I think this game is great, but I have to say that the way the game is balanced currently, Influence is too easy to attain for a human player and too difficult to counter for an AI player -- at least compared to the other forms of victory. I think this is important, because I really LIKE to play a game in which one can win by influence, or at least keep all possibilities open. THe last games I have played, I have wanted to attain a military victory, and even designed my race to have
Playing the Yor, I started off neutrali-ish and tended towards evil by a hair. Fine. On a whim, I chose almost exclusively good or neutral event choices during the course of the game. Despite this, my alignment has been steadily heading towards "evil", so that in 2225 I was considered "demonic". The most recent event was on December 1st 2226; I chose to abandon military training to make way for sentient trees and took a soldiering penalty. This pushed my alignment completely into the
Playing the Yor, I started off neutrali-ish and tended towards evil by a hair. Fine. On a whim, I chose almost exclusively good or neutral event choices during the course of the game. Despite this, my alignment has been steadily heading towards "evil", so that in 2225 I was considered "demonic". The most recent event was on December 1st 2226; I chose to abandon military training to make way for sentient trees and took a soldiering penalty. This pushed my alignment completely into the
Heh? The link between hull and tech is very clear. In the ship designer, I can build ships with tiny and small hulls without ever having researched anything; and when I research "advanced hulls", I then gain access to ... tiny and small hulls, that is: something I already have access to. It makes "advanced hulls" redundant, or at least in need of explanation.
I can build ships with Tiny and Small hulls before I research the tech which allows me to build these (albeit researching that tech does give me two additional hull types, but this addition is purely cosmetic).
I start off as a "Star Federation" before ever having researched any government tech. On the f6 screen, "Imperial" is the only form of government listed as available, yet I am already listed as "Federation".
Hm thank you. Is that a similar phenomenon with the form of government? I mean starting off as a "Star Federation", something which is available at the highest tech and something I do not have, seems bizarre. I should have the form "Imperial", which is also the only one available on the f6 screen; however, I am listed as a "Federation".
I could have sworn that you need to research some hull tech in order to gain access to small and tiny hulls, yet I can build these right off the bat without any research whatsoever. Also, my nation started out as a star federation, which is apparently very high up the tech tree. Are these bugs or am I just stupid?
When deselecting full screen mode and playing in windowed mode, can we PLEASE be able to resize the window (in order to nearly fill the screen)? Alt-tabbing is still currently not an option. Thank you for your time and effort.
When sufficient espionage has been attained and information is available on foreign nations at the appropriate screen, these screens show up blank (black) when you click on them more than once; that is, abilities, military, social and economic all show the stats available the first time you view that screen, but if you view a different one and come back to it, they are then black
I built an influence starbase near some fringe colonies as some were starting to show signs of rebellion. I installed two modules, yielding a total of +14 cultural influence. My influence, however, within the range of the starbase has not increased one iota. In fact, on the "details" page of the colonies within its range, "no starbase bonuses" can be read. What is the deal? Is that a bug? I have a .savegame I could send to anyone who wants to check it out (I can't attach fil
I am downloading as we speak.... havent tried it yet, but if your program is even half of what it appears to be, then Stardock must kiss your feet. I kiss them now willingly. This is the single most neglected area of the game so far (documentation). This post must be given a premium sticky position, the link posted in a premium position on the Downloads section of this site, and you, sir, must be given a beer. Hat's off!
I built an influence starbase near some fringe colonies as some were starting to show signs of rebellion. I installed two modules, yielding a total of +14 cultural influence. My influence, however, within the range of the starbase has not increased one iota. In fact, on the "details" page of the colonies within its range, "no starbase bonuses" can be read. What is the deal? Is that a bug? I have a .savegame I could send to anyone who wants to check it out (I can't attach fil
Thanks very much! One thing you mentioned in patch preview was better alt-tabbing, but I am afraid I noticed no difference whatsoever. Is this -- or, alternatively, resizable window in windowed mode -- something that will make it into a future patch?
I think it would be fascinating if a few powerful abilities (see below) could be unlocked not by mastering ONE tech, but by (at least) TWO in two completely different branches of the tree. For example, I would like to see some form of ability such as "Habitat Transplantation" or "Oxygen Dome" or whatever you want to call it be unlocked if, say, you research BOTH "Extreme Terraforming" and "Xeno Physics"; this ability will allow you to colonize "uninhabitable" planets with your colony
I do not notice any ease in alt-tabbing under 1.0X (running WinXP sp2, mobile 1.86Mhz, 1 gig RAM, Radeon 124MB mobility -- GC2 runs very smooth on it!), it is still like a 12 second wait to tab back. I would play in window mode, but when I do so, it gives me a perfect square window whose size I cannot adjust to fit my screen. (Is there anytihng I can do about that??) Wasnt alt-tabbing supposed to be addressed in 1.0X, or must I play with the settings? Thank you.
Maybe we could consildate UI improvement suggestions here. Here's my first ones: - In the Domestic governance screen (f4), when changing the disbursement options (research, social, military), you are currently unable to see how this affects your current projects -- that is, If I change spending from say 40% research to 36%, I would like to see if that pushes back my current tech being researched from say 4 weeks to 5 or not, or my current ship productions etc. It would