Seth Gaines

Seth Gaines

Joined Last seen Member # 2406726
63 Posts 132 Replies 188 Reputation

I'm sure somebody has mentioned this before, but a quick search for 'slider' doesn't bring up anything. I recently got the economic boom, and decided to adjust my focus to as much research as I could afford. Turns out, I could put 90% there and was forced to keep 10% in social production. When the boom ended, I was way in the red and had to readjust. I didn't need any ships,

4 Replies 5,256 Views

[quote]I've also noticed that when I go to war with another race, all of my trade routes shut down due to being "too dangerous", even if they went nowhere near hostile territory.[/quote] I haven't seen the persistent route bug. Are you sure your routes that go away instantly aren't to worlds owned by your new enemy? Those will disappear immediately. Usually, destroying 3-4 freighters on the same route will kill it. I've never done much commerce raiding of the enemy, but the same rul

11 Replies 8,751 Views

I usually see the Korx get wiped out by mid-game, or be restricted to a very small area. I'm doing pretty well as the Korx myself, but I took the full trade bonus with Mercantile government. I think that's 'in character'. Maybe the next game, the AI will do better with those picks.

22 Replies 12,379 Views

How can you notice a bug, when you don't even know what we're talking about? Read the thread! I'm glad this is getting fixed. I had thought it was intentional, to keep research at about the same pace. I always play with research at very slow, and immense maps. This meant that eventually, you'd get a ton of labs going, and research would be down at 1-2 turns for the easy stuff, and maybe 10 for the top. Now it seems that I'm usually stuck with 5-6 turns for the simplest things. I

81 Replies 137,361 Views

The ascension does not generate enough hate, as someone said. It should either be a constant -3 (instead of -2), or it should work something like Master of Magic, where everyone will gang up on you and desperately try to stop you from winning. Right now, the Korath are at about 120 turns to victory, which is hardly anything. I think they've found three of the crystals. Only 2 out of 9 races are at war with them. Maybe each ascension base should carry a -2?

17 Replies 14,059 Views

I love the Iconians, too. Due to all their unique buildings, they are one of the few races who can make a PQ 5 valuable. I enjoy playing them, it's just frustrating being hamstrung by a lot of their points being placed in a useless bonus that doesn't fit their history. Drop the espionage, and give them something else, or just give them a few more optional points.

7 Replies 4,009 Views

[quote]There are two pirate events, a "regular" one and a "mega" one. You might have gotten the former, which wouldn't be very challenging. I certainly hope that's what happened, the whining about mega events being "too hard" drives me up the wall.[/quote] I'm not sure, but I thought the 'regular' pirate event was the one where they are just attacking one system. It's similar to the 'prison break' event. I think this was the mega version.

9 Replies 4,765 Views

I just got the pirates for the first time in a TA game, and they were total cream puffs. At a time when I was running medium ships with 30 beam/50 shield, they show up with frigates that have 4 missile/0 defense. I know a lot of people complained about how hard they were, but this was no challenge at all. I never even took one point of damage. It just clogged the processor until I and the AIs could obliterate their thousands of useless ships. Please buff them back u

9 Replies 4,765 Views

The bonuses for the Iconians make no sense. Why are they +50 espionage? The Krynn are spies, not these guys. Frankly, in addition to not making sense for this race, +50 espionage is totally useless. I'm happy to get my espionage bonuses from anomalies. Please redo their bonuses with something a little more in character. They get fewer optional points than anyone else, so they're very hard to customize. The 'Super Adapter' ability can either be ok

7 Replies 4,009 Views

If you're playing the right race, and especially if there is also a morale bonus tile, food can be very useful. I've gotten up to 34B, with morale in the 80s. Great planet for mass troop transport production.

1 Replies 2,324 Views

The Korx and Altarians were not building warships in a recent game. I gave them some, and they did use those, but even with infusions of over $100K, they would not build anything armed.

16 Replies 8,203 Views

I've found the Thalans to be pretty tough in most games. They tend to flip planets with ease, even if you turn influence victories off. They generally also have a fairly large navy. They're very tough to invade, because they can often flip planets back if you take them, and if they start colonizing worlds in your space, you can pretty much kiss those planets goodbye.

12 Replies 5,576 Views

I've had good games as the Yor, Drath, and Krynn. I cannot ever get off to a good start as the Arceans. Their economy seems really weak at the beginning, and they have by far the longest recovery time from crash of any race. The speed penalty is pretty bad. I am always out-colonized. I want to play these guys, but it just isn't any fun. I find the Thalans to be pretty dull, honestly. You can't build anything for the longest time (I play with very slow research). I consider the

30 Replies 83,130 Views

And why would you not allow them XP anyway? The only way any unarmed ship could get XP is a survey ship through anomalies. What difference does it make what level they are? A level 20 transport dies automatically, just like level 1.

5 Replies 3,444 Views

Perhaps it's due to the destruction of the previous base? I had this issue in Beta 5. I think the original owner was able to reclaim it. I also noticed (as the Yor, if that matters) that my starbase was listed as having 0/5 modules, but that sending a new constructor did nothing.

6 Replies 4,548 Views

This has been an issue for me with an older XP laptop running earlier betas, and now my new Vista desktop running the latest beta. If you go back to the main menu from within the game, it will let you start a new game or load a save, but will nearly always crash on the first turn. Loading a save of the current game from within the game works a little better, but things still happen (e.g. placing a spy crashes the game, all ships give you the 'lost in space' message when you try to mo

2 Replies 2,366 Views

But what happens when you have level 1 farms on a planet where you don't want to use level 2, and then research level 3 farms? Wouldn't everything auto-upgrade? Then you'd have to go around and decide which upgrades to cancel. On a big map, that could be a huge pain.

13 Replies 7,642 Views

I've never been able to figure out what a lot of the events mean. Many of the population ones are written and structured in a way that would lead you to believe that the population cap of the planet will be affected, but it seems to actually be population growth. My assumption on the event in question is that it's a percentage bonus to the planet's research, like the Solar Slammers one. But I really have no evidence to back that up.

13 Replies 6,350 Views

I know for a fact that the AI doesn't put up with influence starbases, [B]if[/B] they are in their space. They complain about them, and then they declare war on you. I have never had trouble with building them just on my side of the line in mixed systems. Then again, I've never found them to be all that terribly effective, even as the Krynn.

11 Replies 21,414 Views

A lot of people have mentioned this, and several have asked for a way to 'obsolete' buildings. I'd like to get rid of the clutter in build lists.

1 Replies 1,889 Views

The 'Captain's Log' anomaly still does absolutely nothing. I found about 8-10 of them, built out a nice medium warship and upgraded my Flagship. Total experience = 0. This anomaly has never worked, in any game. Why can't the experience just be given immediately, not supposedly awarded on an upgrade?

5 Replies 3,444 Views