Pnakotus

Pnakotus

Joined Member # 2406981
27 Posts 472 Replies 561 Reputation

How is it realistic? The logistics tech already covers supply, coordination et al: what more could such a ship part add? Are you suggesting fleets currently have no Admirals /w staff? Why do you think that?

1 Replies 2,998 Views

Cloaking should not be in the game. All it would do is add a worthless 'sensor vs stealth' metagame. Given the ranges the ships fight at, are we really going for 'zomg can't lock weapons'? ST-ish cloaks are even worse from a thermodynamics perspective, and again useless against decent sensor tech. What's the point?

14 Replies 12,537 Views

You can? Is there an icon now? I stopped looking back in 1.0D I have to thank the OP for giving me the inspiration to make a stars.txt based on StarCon2. Now if only I knew 500-odd stars was enough for large maps... :S

17 Replies 13,594 Views

You can't change planet names from the colony screen, though, and that's annoying.

17 Replies 13,594 Views

I have to second the 'not escorting transports' thing. They don't even hold them back until the area is clear: I've seen them drive transports waaay across my empire to get the one undefended planet in the middle. They must be hoping I don't pop a defender out and blow them up on the way past! Transports - and population - are expensive, they should be protected. The AI (on normal, or one up from normal) often bleeds it's planets white for no gain.

38 Replies 50,054 Views

EaW, innovative? Care to point out a 'new' or 'original' feature? Pffft. Saying a game is broken but you'd buy an expansion to fix it is really giving Lucasarts a license to print money. Anyway, the original example was 'corporate gaming crap', which EaW certainly is. Slap 'Star Wars' on anything, regardless of how crap it is, and it'll sell well. Remember 'Force Commander'? Awful game. It almost certainly sold more units than GC2. E

29 Replies 17,529 Views

Is there a way to calculate approximately how many stars there are for a given galaxy size and star frequency? I've created a new stars file with names from Star Control 2, but there are barely 500 starnames. The vanilla list contains 1800. I'm not worried about the same star names coming up in separate games - indeed, that's almost the point. I just don't want to be below the standard number of stars in a huge galaxy and not tell anyone

5 Replies 9,564 Views

In my last game I got the 'your people love other cultures' event, which weakens your influence production. The culture border between many of my worlds and the backward Drengin was one square away from the planet itself, and a few were just inside. This is neat and all - I've had the event before, and it just leads to a tense few years - but in this case it never ended. I saw other events come and go: an economic recession lasted a few ye

0 Replies 2,995 Views

I can't believe people are actually pointing out the -500bc thing. There's a big, focus-stealing, important unavoidable message about it exactly describing the phenomena and it's cause. I'm struggling to see a scenario where someone didn't read it that doesn't end in 'lazy'. As an aside, I like that the AI ha the same rule. Looking at the industry graph, you can see the points at which the strain on economies was too much and th

8 Replies 8,280 Views

If they put destabilisation back in, they better add a counterintelligence system too. It's already retarded that you 'buy' access to other civs information and there's largely nothing they can do about it or to protect their technology - it'd be WORSE if you could be inciting rebellion and there was still nothing you could do. Who else ramps the espionage slider to max for a few turns to get 'awesome' or whatever access then drops it back to 1bc a t

15 Replies 12,430 Views

I found it earlier (looking for a screenshot key) by searching the pdf for 'keyboard'. Clearly, I am a genius.

7 Replies 8,516 Views

I've made a new stars file to replace the vanilla star names with stars from Star Control 2. Soon as I find hosting I'll link to it.

32 Replies 21,875 Views

Does the game select names randomly from the list? If it is random, you could include a huge number of names and not be stuck with the same 30-odd that seem to be present at the moment.

17 Replies 13,594 Views

It's a shame they don't let you edit the core ships then save to another name: I suck at ship design, and the core ships LOOK cooler than the base hulls I use. I'd rather upgun a defender to defender2, for instance, than slap together my own mish-mash of a ship.

9 Replies 6,260 Views
Reply to Moon orbit in Game Talk

This feature is working as intended. If ever fixed, it will be working as intended. Taking lessons from Blizzard?

31 Replies 14,956 Views

I simply don't understand how it makes any sense in this example. I've done the save/load thing, and they always surrender to the Drengin. There are three civs left: the T, the D, and me. The D hate the T and vice versa: I've been friendly with the T for years. I've given them ships, money and tech for free. I've got the D of their back at least a dozen times. At the end, they'd been at peace with me for years and had just lost much of

19 Replies 17,425 Views

What bothers me about this example is that I had double-plus relations with the Torians, and they basically phoned me up to say 'we might be beaten but we'll surrender to the Drengin'. Contexually, it sounds like the Torians are surrendering to the Drengin to spite *ME*, even though we weren't at war and I was their only friend in the universe. My theory: the AI for some reason always surrenders so as to annoy the player as much as possible

19 Replies 17,425 Views

The AI already values tech more than the money spent to get it, and much of the time I find AIs unwilling to part with particularly strategic technology for any price (greater hull types, their best weapon/defence, planetary invasion, etc). Tech trading, as players have discovered, is beneficial to all concerned: any problem in this system is that the AI is perhaps undervaluing it's technology or trading a little more widely that they should. Frankly, taking the tradees (ie, customer) relation

144 Replies 67,329 Views

I'd read about this issue here on the forums, but never experienced anything particularly strange. In my last game, however, I had a race I had a good relationship with, and whom I'd been constantly saving from war with the Drengin (my allies). They were left with two systems outside Drengin range, and spent all their time trying to drop a transport into an undefended planet - this worked on quite a few occassions. The only break in hostilities occu

19 Replies 17,425 Views

Yes, like many problems this situation stems from the fact what we call the 'diplomatic' system is actually intended solely for trade. There is no way of simply sending 'messages' to the AI, whether 'I hate those guys', or 'drop another starbase near my systems and it's on', or 'attack this world', or 'I'm researching this, get this other tech and we'll trade' or any of a thousand other statements, policies or offers. I'd like to see contracts betwee

27 Replies 30,475 Views

My design-fu is weak, so I'm interested to know if anyone's going to be providing their designs for download. I rarely spend more than five minutes putting fins on my ships, but I'd love to use some of these great designs!

764 Replies 1,033,594 Views

I've read that the original inspiration for the ethical decisions was drawn from the way old news is dredged up long after the fact by people who were uninvolved or unaffected. I think this is a great idea - particularly that if you're prudent, you'll give people a reason to hate you eventually. What I'd like to see is this implemented fully ingame. There is already a baffling amount of text the races can throw at you, from spotting your p

6 Replies 9,093 Views