random50

random50

Joined Member # 2415008
24 Posts 493 Replies 5,805 Reputation

The manual and most of you on here are saying the trade routes are more valuable the further away they are. Is that definitely true? Cos I've never noticed any difference whatsoever between sending a freighter to the nearest alien planet and sending one halfway across the galaxy. At least as far as the "x bc per month" message you get when the route is first established.

21 Replies 12,317 Views

Does it really make sense to talk about offensive output without considering the defences? Missiles might be most effective on a raw damage/size scale, but if point defence is ALSO most effective on protection/size scale then that must be taken into consideration? I''ve been looking a little at the numbers today. And I have to say it's all remarkably well balanced. I go along with the posters who say the best weapon is what your enemy can't defend against. Which is nice...it'd be

32 Replies 22,267 Views

I'd guess you also need to colony rush as much as possible to make the most of it (since you won't get the bonus unless you get to the planet first)? That could lead to a tough early game but as you say should make the end game relatively easy.

6 Replies 4,041 Views

I was experimenting with this to discover what's happened under 1.1. This is what I discovered: 1) The ability now works on worlds you colonize and not just your starting world. 2) The bonus does not apply to planets you conquer. 3) It doesn't QUITE work as advertised. You will get the 10% or 20% initial boost. However, things work a bit differently once you have researched up to terraforming. For Earth, for example: Ability-Base tiles-tiles when fully terr

6 Replies 4,041 Views

Biggest tip...move fast. Trim the "fat" of the campaign...research only the techs that will most clearly get you to the particular scenario goal. Don't bother trying to develop a balanced civ, sustainable economy or anything like that. The Dreadlords start at a massive disadvantage 'cos their infrastructure takes an extremely long time to build up (because they're trying to build the final factory types on bare planets...and those things

7 Replies 5,021 Views

On large maps with loads of fleets, constructors and traders buzzing around with high speeds, "end turn" can take an age. But I'm not sure it's actually processing that's taking the time, but rather the fact I have to watch each and every fleet I can see do an animated move. Can I turn this animation off? And if not, any plans for that option in the future?

3 Replies 2,632 Views

+ Attack Assist Modules now cost typically $300 per module. The reason for this is that these modules essentially give the same benefit as building several small ships when used correctly. $300 may even be too cheap. Late in the game, these costs won’t be significant but it prevents a player from b-lining to these techs and elim

53 Replies 70,433 Views

It's much more balanced in the 1.1 beta. HPs seem to increase at roughly 1/3 the rate. You can still get significant numbers of hitpoints, but not to the point you can overpower the opposition sending your ridiculously experienced small ships at their dreadnoughts. Well, maybe with METICULOUS planning...get those huge hulls early and carefully manage their development...but frankly if you go to that much trouble you deserve the reward.

13 Replies 11,977 Views

LOL! He's just after an argument I suspect. Best ignored. Speaking selfishly, I don't mind a military campaign for now as it's only my second game. I'm sure the devs will not share a certain person's attitude and will rebalance for those of us who prefer tech trading off. But only if they know there's an issue (if there really is!)...that's what the thread is for...

33 Replies 24,041 Views

I assumed what I was seeing was influence based, which I had no problem with. Now I'm not so sure. Anybody out there successfully running a "make friends with everyone" campaign WITHOUT tech trading being enabled? I need to know as the next phase of my campaign was going to be influencer starbases so I can pick and choose when and with whom I go to war! <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmidd

33 Replies 24,041 Views

I have the same experience. First game I leapt into a quick weapons research lead, then went to war with the altarians (this was VERY early...nobody had good relations with them when I did so). From then on, just about everyone attacked me, often 3 or 4 at once. I eventually got caught in a (probably) unwinnable situation when the drengin caught me without the ship power to bring down their monstrous dreadnoughts. All because they were researching

33 Replies 24,041 Views

Luck's insanely powerful, so much so I've stopped choosing it. Floods of precursor ships = easy win. Really? I've found four "lucky ranger" ships so far...but I've found them pretty useless. Sure the weapons and shields are good, but the speed and range are nonexistent. They just sit at home prote

32 Replies 20,916 Views

I don't think the initial rate of improvement is too fast, but it should DEFINITELY depend on how much experience the ship already has. I don't understand why they didn't code it that way in the first place...the game already awards experience based on the relative power of the ships doing battle...surely hit points and experience should be part of the calculation of ship strength anyway? Maybe they are, but just aren't weighted correctly.<

23 Replies 26,165 Views

I've mentioned this on another thread, but perhaps it's more useful here. Does the AI respond to blockades? I wanted to win the early expansion battle so I quickly built some very primitive fighters to take out the opposition colony and scout ships, then placed one fighter in orbit around each planet to stop any more ships getting out. Right through to the end of the game, the AI only built unarmed scouts, constructors and colony ships, de

78 Replies 47,213 Views

There were no uninhabited planets left. I think by the end I'd taken up all the resources too (there were loads which is why I was so concerned about restricting the AI movements). Bizzarrely, I did take down a couple of colony ships too, even though there was nothing out there to colonize! Whatever, the AI needs to recognise a blockade and respond to it. It had researched medium hulls and lasers 6 or 7 IIRC, so it could certainly have ta

4 Replies 6,541 Views

On the level 1 or 2 above "normal" in a campaign game (small map, just me and the drengin), I built a few extremely basic fighters (speed 3, beam 1) as quickly as possible and sent them out to take down all the constructors and colony ships to help me win the early expansion war. Once I'd done that, I sent a single ship to each of the enemy planets as a blockade. Then I developed at my leisure. A bit later on, I began to get a tad concern

4 Replies 6,541 Views

I'm playing the first campaign mission and have an economic starbase and Xeno Industrial Theory researched. So according to the manual I SHOULD be able to construct the Adv Starbase Factory module (or at the very least the basic one which requires NO research). No joy though...if I right click on the base with my constructor ship it just travels to that point without offering me the option to upgrade like it seems in the tutorial. Stoppi

6 Replies 6,779 Views

Software pirates are exceptionally clever people. The only games that DON'T get pirated are the ones almost nobody wants to play. All starforce and other protection does is delay things for a month or two. Oh, and annoy us computer users by forcing us LEGITIMATE owners to constantly swap discs despite shelling out 50 bucks or more for the game. Meanwhile the pirates get the game for free and don't have to put up with the inconvenience. Great system! To behave like the makers of S

309 Replies 524,942 Views