Using 1.11? Load times are still long but it saves very quickly for everyone I've talked to.
mikeswi
It's possible they invaded somebody and stole the technology.
In another post on this same topic, someone said that the influence zones are not borders and that the devs adopted the current real-life policy of "Freeom of the seas". Beyond a certain distance from land, no one may claim part of the ocean. Same principle here. I wouldn't want someone declaring war on me because I'm passing through their territory. So, if they're just traveling from one end of your territory to a location beyond the other side, I don't see a problem with it. On the
Stock exchange isn't a wonder and it requires Galactic Bank, not Advanced Trade. Maybe you're thinking of Galactic Privateer or Bazaar or something?
I think the best tip really is the fast scout. Buy it right off then switch to colony ships. By the time %homeworld% builds a new one, there's usually 5 or 6 planets scouted out. Saves you from buying a bunch of colony ships and having to use them as scouts. Others disagree apparently, but I think it's more efficient that way.
I'm not. I always disable tech trading. That does slow the AI down quite a bit, but they still tech up pretty fast.
An idea hit me yesterday. An option to filter out specific races or specific types of ships from the minimap. It's hard to tell a Dread Lord from a Drengin or a Pirate from a Drath without sending a ship to see what it is. If it's a pirate, it's usually the last thing that ship ever sees LOL Maybe filter out non warships too, so I don't send a fleet chasing after a constructor.
Well... glad it's not just me. I noticed that too through all the 1.1 betas. It was starting to become battle of the gods in long games.
I wonder the same thing. Wonder what they do about it.
0 is off, 1 is on. That's from a file where I'd already flipped the values.
Considering that they can shoot back now, I hope they'll change the DL back to the way they were in 1.0. IE, only one of those hell weapons per ship. As for the update, I think there still oughta be an advantage of some sort to shooting first. You're getting the element of surprise on them. Maybe the first shot should be at max attack strength without a roll or something.
hehehe.... Just build a whole lot of them..... But look at it this way, at least your planet defenders will be able to get in a shot now. I wonder if that'll apply to starbases too? I can't stand that they can kill a fully armed military base in one shot.
I had practically the same experience when I first discovered the pirates. Threw away several fleets of dreadnoughts because I didn't understand how the game worked very well. When they spawn, they are YOUR enemy, although everyone considers them to be an enemy. They spawn with the latest engine, weapons and defenses that you have researched (usually). Their ships will be perfectly optimized against your existing ships, so if you have dreadnoughts armed with disruptors and armor, they
The Fundamentalists are the population of colonies belonging to some of the "evil" civs. It's a random event. When it happens, the population of an evil civ colony rebels and takes the whole planet with them. There's usually a number of planets that break away. They become a minor race, except that they start with several planets, all formerly belonging to the evil races. Usually it's there highest quality planets (or seems to be). I once saw every single planet belong to
Evidently (I don't really know either) it was something like a Death Star. It could destroy planets or maybe whole stars. There's some talk of including that in an expansion pack. Some of the xml files mention it, so it was nearly included in the game when it was released. [UPIssue InternalName="TerrorStar01"] [Question]As technology reaches levels never before dreamed possible, the cruel races of the universe will find ways to use this power in destructive ways. The T
Tab key cycles through ships with movement points (and usually centers them). "C" centers whatever is selected.
No, actually he's right. The cost and size of the survey component doesn't change after you build that. Or it didn't the one time I actually built it.
Unless it's changed, you can't trade ships when they're in a fleet, so you probably never traded those particular ships in the first place.
I don't think so. I tried editing my race profile and loading a save game but that didn't work.
I can't seem to vote in the poll. All I see are results. Anyway, I read the Slashdot story and the thing with Starforce telling people where to pirate it. Came here and read about it, went to a bunch of sites and read more about it, thought it sounded pretty cool and bought a copy. Glad I did.
You can start a trade route wherever you like. Trading with civs counts as a plus to your relations with them. Very lucrative trading counts even more. The value goes up the longer the route is. The value is higher when it goes to an alien planet that make more money. If it's making 26bc per turn, it'll be a better route than to a planet making 15bc/turn. You need espionage to see the revenue.
It's a pirate ship. It's not available to the player, except through a bug that I think they fixed.
Yeah, someone else pointed out the strangeness of the quantum drivers vs graviton drivers. What's wrong with the Railgun VI? It's one point smaller than its predecessor.
I'd doubt it. The restaurant increases influence to all the planets. The bonus tiles just increase influence on that one planet and only if used with an embassy/exchange center. The higher governments give an economic bonus, so that you make more money. It's supposed to also increase military and social production, but there seems to be some doubt about whether it's doing that properly.
I've seen it a few times. Pretty damn annoying. I don't put that much engine power on a constructor without a good reason.