Zerogman

Zerogman

Joined Member # 2420300
27 Posts 105 Replies 287 Reputation

Thank-you for joining our empire. Welcome to the Orcas. If you have played turn based games before you should not have too much difficulty starting at around the normal level on a medium map. If you are just getting started don't worry. Start at one of the easiest levels on a small or tiny map until you get a feel for the game. Also, if you go to my original recruiting pos

4 Replies 2,437 Views

I've somehow played around with the opponents picker and was actual able to pick only "one" opponent, but not have any of the races high-lighted except for the one I was playing. The game ended immediately upon my first turn with a score of '0'. Not a major thing since it can't be exploited, but interesting none the less.

0 Replies 1,802 Views

I would like to see an option to adjust the frequency of random events, so that they actually occur! I would also like miniaturization to no longer make components get bigger!

13 Replies 46,371 Views

and why not to join our empire? For those not spamming... Well, the jump between painful and masochistic, for me, has been a tremendous change! Harder than any other level-up I've done. Best advice, know you aren't going to beat the A.I. at colonizing worlds, 3 of 'em will colonize almost, if not all of, an entire large g

5 Replies 11,180 Views

Ummm... what the heck is "Access level"? And how does one make it go up or down?

3 Replies 14,040 Views

You panic, check your treasury to see if Enron didn't take your money, then check your fleets to see if Al Qeada didn't blow them up, then check your fleets again to see if the government didn't try and repo them from the military, then check your race "flag" to see if it didn't change to a picture of G.W. Bush's face since he would love to put his mug shot on the American Flag.

19 Replies 22,503 Views

Actually, you guys seemed to finally fix it! Or is this not a cairrage return? Or is this one? P.s. What happened to random events? No more seem to occur even with a legit +50% to luck.

19 Replies 22,503 Views

Heh, imagine how I feel, I was at 2nd place, posted a game, and dropped down to 7th or 8th, am now at 6th... After game 17, my score was about 30% of my total points, then after game 18, my score didn't change, but my score was about 40% of my total points, so I have no clue... The guy in first place hasn't posted any games since v1.1, in which their was a memory leak or something it says, but is still in first place, so some light into the scoring methods would be much app

19 Replies 14,535 Views

Well, you are given the choice of supporting your ally or not when they are attacked. So, technically it is you that declares war on the enemy attacking your ally, in response to their declaring war on your ally. Agreed, but one would think that the A.I. attacking your ally would take into account your military strength! I mean, when my r

7 Replies 9,500 Views

Actually, I'd like to know too... I just left it checked since it started checked... I was thinking that it meant it was similar to a cars throttle in that it gradually raises framerate instead of just instantly trying to change it.

7 Replies 18,317 Views

I am not sure if this is a bug or not, but it doesn't seem like something that should happen... Ever since updating to v1.11 or later, I have seldom had a random event occur, sometimes never. Although, this may just be from cranking difficulty up over time to "Masochistic" now... However, my last game, only 2 random events, and they were both ones that happen when you colonize a new planet. As for actual random events, I haven't received any of them except for the New Minor Race one. (a

3 Replies 4,268 Views

As I said, I have no problems with components getting bigger with hull sizes, except I think weapons should be the same no matter what size hull. My MAJOR peeve is having stuff get bigger as miniaturization gets better, it sometimes forces you to put less components on some hulls. somebody mentioned one idea abt modding the data files so that every co

12 Replies 22,156 Views

Heh, yeah, except the A.I. is FINALLY starting to actually care it seems about morale so it's harder sometimes to do that... Although I find it REALLY easy to get the A.I. to crank up the tax rate if you give it many many ships crammed with as many expensive components as you can find and one weapon. (Weaponless, not defenseless, ships do not have a maint. cost).

13 Replies 10,345 Views

I don't know why I can't get any paragraphs in my posts either. Anyone know what's up with these forums? For some reason the "Plain text" mode doesn't seem to recognize line breaks. (Pushing the enter key for a new line) The only way you can get around that hassle free is to put (BR) wherever you would hit 'Enter', so use (BR)(BR) to go to t

13 Replies 16,588 Views

Crank it up past normal... If you get to masochistic, 4 A.I. opponents will colonize almost an entire huge galaxy within the first year depending upon how spread out everyone is.

1 Replies 2,844 Views

I've actually had that happen before... I remember in a post earlier about it that if a population goes down during an invasion to less than 0.01b, it will still retain 10 soldiers. In other words, if a stalemate occurs in planetary invasions, defender wins.

7 Replies 16,620 Views

I am sorta reposting this because the original post got deluded with discussions on physics and ego trips. Simple solution for the miniaturization debate: 1.Remove size mods on weapons for hull sizes (since a weapon twice as large as another should do twice the damage at least, don't you think?) 2.Stop components from getting larger with miniaturization. It makes miniaturization look like an oxymoron since you think miniaturization = smaller, not larger. Reason

12 Replies 22,156 Views

Ok why not try this idea then. Have an option during ship creation for the size of the weapons. It could give you a choice use miniturization for more weapons of that class or forego the miniturization for more damage thus requiring more space for the weapon. I would suggest that the larger weapon be at least no more than 3 times as strong ( since there really is no range

34 Replies 31,148 Views

Remeber braiks dont work in space. Basiclly the ship has to turn around and fire its engines in the opposite dirrection. This is all for basic physics involving speed being over an area, and not warping space. Still working on that. Well, he's definately a math major... (i.e. What the hell are "braiks"?) <img src="http://images.stardock.com/gc2/T_D

34 Replies 31,148 Views

LoL...the staggering waste of production to build a fleet of ships, and the cost to upgrade them all pretty much rules out the actual value of such an exploit, don't you think? Heh, well, before they fixed the "upgrade every ship of a single type to another type for the cost of one bug", you could just make a bunch of empty hulls, then upgrade all

13 Replies 10,345 Views

I am sure I am not the only to figure this out, but their is an exploit for ship experience. Granted, it's not a true exploit since it is working as intended. Player advantage: When going against reletively weak fleets, I will put one unarmed (no weapons or defense) massive ship in the fleet. Why? More experienced by weaker ships taking out stronger ones. So an unarmed/undefended ship in a fleet with armed ships will gain a level each battle, unless destroyed obviously! The A.

13 Replies 10,345 Views

Politely, I disagree, who is to say I did not take the same laser off the fighter and simply put it with all of its power and targeting systems on the dreadnaught? How would that make it larger, how would that make it smaller, how would that make it any different? Why should it be larger just because I moved it from one hull to the other? The technology didn't change.

34 Replies 31,148 Views

After game 17, I was at a score of 249806... After game 18, I am still at a score of 249806... The difference? The sum of my scores dropped dramattically! After game 17, score was about 30% of total (total around 830000) After game 18, score is now about 40% of total (total is 625430) What gives?

23 Replies 15,657 Views

Simple solution for the miniaturization debate. Remove size mods on weapons for hull sizes (since a weapon twice as large as another should do twice the damage at least, don't you think?) and remove all size mods for components that are adjusted by miniaturization. Reasoning: 1. Simpler calculations 2. Less decimal rounding error 3. More realistic a. I shouldn't be able to put the same amount of

34 Replies 31,148 Views

Heh, stupid part is, I already knew the answer to my question, I just wanted to hear some more responses. The numbers for the min techs simply need to be upped enough to make it worthwhile, that's all. Once you hit above the 400% mark things return to normal in that respect. Each of the last 2 techs should probably give 200-300% increases. And it would not unbal

13 Replies 8,711 Views