This simply proves what I've viewed as the best way to defeat piracy for a long time. Its quite simple really: MAKE A GOOD GAME
ZephyrSB
Ahh, good to see so many *campers* around. ^^ Easily one of the greatest games and universes ever created. Shame SCIII was such utter trash....
I'll see what I can answer In what way "Diplomacy" affect the trades in "trade window"? Does it lower the cost of trade goods, or it will give me more trade options or some else? Bingo! Basically, it increases the precieved worth of whatever goods you put forward in a diplomatic trade. <TABLE cellpadding=8 width="95%" align=cent
I think the 'best' defender in a given parsec is chosen when attacked. I often stack attack fleets and unarmed transport fleets - and the attack fleet defends the transport fleet, rather than the transports being torn to pieces first. I can't think of any reason why this wouldn't also apply to an unarmed starbase.
What I find more scary than the fact that the AI all choose the same weapon is that, more often that not, its also the one I have also chosen :S (tech trading always off...) We must all have a common random number generator or something :S
I admit I haven't tried playing without it since the betas reduced the precursor events... I'm begining to wonder if events like 'ultradrives' are happening to the luck players - I'm usually get one each game. Advances affecting everyone like that seem more in-keeping with the creativity description (they tend to be 'discoveries' rather than random events), while luck could affect your chance your being hit with positive/negative events? Just speculation, but worth investigating... if only I had
Okay, I finally sat down in the attempt to design a decent battleship that I was happy with. And by jove, I think I've finally cracked it. Okay, it's nothing next to some of the masterpieces around here... but I'm finally happy with one of my designs ^^ So without further ado, I present the Berillian Imperator-class Battleship! Link
Luck, Creativity and Universalist Party. Seriously, the number of events I get in my favour is often staggering. One game I had ultradrives, research boom, econ boom, reproduction boom *AND* funamentalists (annihilating the evil powers knocking on my door) in a period of about 10 turns ^^ The good event 'penalties' often seem less too. Don't seem to see precursor ships anymore in the betas, but the older versions I got enough of them that I
Personally, I like boxes. More variety of boxes please!!! If a terran designs a ship to be beautiful, he must have thought beauty was a necessary function But anyway, the feature I'd like to see in future is an option to make ships less.... static. Primary source: B5's Omega-class destroyer
My past few games on b4+ (playing tough) I've been plesently surprised by how well developed the AI planets are. Previously, conquered planets required serious intervention to be useful, but now they're working fine left more or less alone. I do see a couple of odd things tho', like the AI (particularly the Krox) doing absolutely *nothing* save colonise their secondary planet, or managing to build two fleet defence coordinators (or whatever their name
B) Add an industry rating to the graph. If military rating is low, but industry rating is high, AIs thus know that the potential to destroy them is there. This should make them either unwilling to start a war, or forge alliances BEFOREHAND, and declare war on the strongest player together in one turn. I know gangbanging is includ
It was pictures like these that made me buy the game in the first place. Yet my futile attempts cannot even to begin to compare to these. Outstanding!
You have officially been compared to Star Control 2. I can think of no higher accolade Before playing this, I can't remember the last time I read a witty piece of dialogue in a game. It was probably SC2 Thanks for managing to make me laugh in an ex
I wonder if there's some fractional thing going on we can't see sometimes (due to miniturisation). I've had a few designs where I've managed to fit size 8 engines into 7 remaining space, life support modules that say they are size 5 but only occupy 4, weapons that say size 11 but don't fit into 11 space... Either that, or some quite nasty typos/bugs...
Don't believe anything you see on the premade ships. Attack rarely matches to what you see on the ship - mass driver attacks when the ship looks to have missile pods, primative 1 attack defenders which look like they have a pair of phasors... everything on premade ships is eyecandy methinks. The colony ship had me baffled for a while too, but its definately only a single module's worth on the core one. Custom designs >> core designs.
More dialogue, along the lines of that first... Thanks for letting me know what I'm about to do The fact he hadn't noticed this in the previous tu