Turning vaguely serious for a second, it'd make things a bit too easy if you could just buy your way out of trouble when the enemy invaders come a knocking. Unless you're suggesting immediate appearance but a 1 purchase per shipyard limit.
random50
Can it really be considered cheese if the AI uses the strategy too (defenseless defenders)?
It's the pirates that are causing me problems, not the dominators.
Oh crap. I've spent the last 6 weeks swimming against a tide of work. I *finally* managed to get ahead last week, and then Space Rangers 2 happened. Great game. Plus on top of all that, finally there's a game that's a serious challenge on *normal* difficulty.
Oh my word! I almost bought this game a while back, but the retail version was Starforced and I couldn't get an answer *for certain* I'd be able to use the no dvd hacks floating around. Now this. Beautiful, just beautiful. By all accounts it's a game that *really deserves* to be played by a wider audience. Now if they could just persuade someone to translate the patch (which apparently adds a ton of new material) things'd be absolutely perfect... (random50 - never f
I get where people think that military starbases should be able to defend themselves, but they aren't meant to fight, they are meant to boost the attack and defense power of nearby ships, it's up to you to defend your starbases. So why have an enormous bunch of modules specifically designed to make starbases defend themselves? I get what
What you guys are saying is like saying an oil rig in the ocean should be able to hold its own against a battleship. Bad analogy! Since when do oil rigs receive all sorts of military upgrades? If you're going to have an entire branch of the tech tree devoted to equipping starbases to defend themselves, doesn't it make sense tha
As you realised, 100B is never economically worth it. However, on a high class enough planet, it *is* often worth building more than one farm. A better option is to find a high class planet with a good farming bonus tile (300% is ideal). You may well end up not reaching the food cap population and having 40% morale, but that doesn't matter as long as the rest of your planets have decent morale to make up for it.
Yep, way too puny. They shouldn't be invincible by any means, but they *should* be powerful enough that if you keep them upgraded as far as you've reached in the tech tree, then it'll take a concerted effort by several fleets to take them down. That said, it would be much better if they actually fought along with your fleets. Then there'd be a point to upgrading them. As it is, right now it's a waste of time since they can't survive long term alone, but then they can't contri
Yup Banks can push out those Skiffy novels pretty fast, although I don't know if it is quite 6 weeks, perhaps with some of his earlier books, but these days it seems to take him a good 2-3 months per book Am I missing something?! I love Iain M Banks books, and to a lesser extent Iain Banks books (!), but there seems to be an age between rel
i'm tempted to try modding a civ file to give 95% luck or something and try out a game to see how will it turn out... no time yet though. anybody did this already/plan to do this, drop us a story! I have done this, except I didn't mess about with 95%...I put the bonus well into 3 figures. (500% IIRC). I then CTRL-ned 20 times and compared it w
By the way, population growth maxes out (before morale and race bonuses) at 75M per turn (population 2.5B or higher)
Torian, Thalan and Arcean abilities in particular will be extremely powerful in the hands of the player I reckon. In the hands of the AI, it might only be the Thalans that will be noticeably stronger.
Seeing that list, I'm glad there's going to be a public beta! The balancing is going to be completely shot...
I only see Espionage, Loyalty, Range, Repair, and Sensors as almost useless picks. I like repair. It works well with my "all labs" strategy at lower AI levels (up to masochistic). I get a huge tech lead which means I can build ships which take very little damage in each fight, but I can't build them very quickly so a small number of ships have
It gets really annoying and slow on large maps with loads of ships having to watch the animation as the AI moves each ship individually, especially later on in the game when ships have loads of movement points. Is there a way to switch this off so that all you see is the ships suddenly pop up at their destination point? I've tried a few of the likely sounding options without any success...am I missing one? If this option isn't in there, it'd be great to see it put in!
They've gone ahead and (effectively) done it despite the concerns of people on here. Yay!
Sifting through the complaints of people who have no idea what a beta is to try and find ACTUAL bugs is annoying and difficult enough already. Release an expansion pack early would make this worse, whether you said it was the full version or not. So think up a way to make it work! One possible example; have a restricted forum. People
Good suggestion, Bob, and seems reasonable since it is an online only release so everybody can be made fully aware of the situation before buying. Finding the bugs must also be much easier with a large base of testers...
"LOL" means "LAUGHING OUT LOUD". Are you really "LAUGHING OUT LOUD" when you write this? Are you? Perhaps we need to try and spread SAB for "smiling a bit"? LOL! Err, I mean SAB!
I agree entirely. As I said, my suggestion was a bit late! It's nice to see somebody aware of the reductio ad absurdum method. Painfully often, the response is "but that could never happen so your argument is stupid". *sigh*. I am also (overly) fond of the "proof by vehement assertion" technique. In my (younger) youth it earned me the birthday gift of a mug with "everybody is entitled to my opinion" written on it. I often realise that time has tempered things only
The problem with it is it reduces the effective sample size because you have no way of telling the zeros apart. Taking it to an obviously absurd extreme to illustrate the point, if both a 100 attack vessel and a 10 attack vessel go up against a 1M defence vessel you are going to need a ridiculous number of sample points before the difference you *know* exists becomes statistically "proven" because obviously almost every shot is going to do zero damage. Meanwhile, if you loo
Bit late unfortunately, but my suggestion would be to test the damage inflicted part against targets with *zero* defence. That way you know *precisely* what the damage roll was for every attack. "Zero" damage inflicted actually involves quite a wide possible range of rolls from the defender and attacker.
I don't think this data proves anything much at all. 27 sample points is not a lot. Also, having such heavy defences relative to attack is going to skew things pretty badly...7.5 to 9.4 *sounds* like a large difference, but the *real* relative difference in rolls will probably be much lower I'd actually say your data supports there being no significant difference between levels!
Very, very interesting. Are you *certain* this wasn't related to the 20K treasury penalty? (If you have more than 20K left at the end of the turn, you get an income penalty. Once you dip below 20K the penatly disappears.) I know there's *something* in the game that makes late game income drop below the "expected" levels, but I've never been able to pin it down, so it'd be interesting if it's population.