Zerogman

Zerogman

Joined Member # 2420300
27 Posts 105 Replies 287 Reputation

The range cap may be there as a means of balancing players versus A.I. A player would probably take a powerful warship and some transports, lose one or two components that you would have normally, then throw on A LOT of Life Support modules, then you could go deep into enemy territory without having to build one starbase. In other words, who cares about a range cap since all you have to do is move a single constructor to the limit in which ever direction you want, build a s

17 Replies 7,929 Views

It may get a higher class rating with each influence reconquering, but do the number of free tiles increase? I usually use the reconquering methods for stealing techs. Have a lot of transports in orbit, leave a few of them empty, conquer the planet, steal a tech, move in an empty transport, remove population, give planet back to previous owner, or anyone else you want to steal a tech from and are at war with, unless you want to start a new war. Rinse and Repeat! In other

16 Replies 10,490 Views

MOO3's espionage is good, but I think the best espionage for a 4X game would be from an older game call Pax Imperia 2: Eminent Domain (At least I think that was a subtitle, if it even had one). The only downside about the espionage was that it required much more money to get it up and going well. Every planet could be assigned a governer and you could assign leaders for your government. These leaders could be assasinated with espionage, or bought out to actually hinder production.<b

5 Replies 5,745 Views

What's wrong with violent means? They seem to always put freighters and contructors in orbit anyways with maybe one or two armed ships.

7 Replies 4,055 Views

And the Black Hole eruptor may not be that great compared to others when you're looking at all the maths, but I'm firmly of the opinion the beam weapon slot is best. They seem easiest to research, and I have no hard evidence but they seem to increase in damage faster then the mass drivers, while always being alot cheaper then missile weaponry.

51 Replies 23,595 Views
Reply to Stars! in Off-Topic

Heh, problem with that game is that their can be borderline cheating when a player uses in-game limits with "chaff" (MANY MANY single laser scouts) Or players trade techs by constantly conquering and reconquering planets Or use the exploit to fill up empty transports / colony ships with colonists created from thin air I still have the game actually. I also have some modified game files to change up some and indirectly create new components, hulls, and starbases.

13 Replies 12,488 Views

Ok, the description of the Mind Control Center says it causes a planet to defect almost instantly when it revolts. However, I have yet to actually notice any change with or without it. The stat window for it says it grants a +100% economic bonus, which it also doesn't do... So aside from costing a lot to build, does the Mind Control Center actually do anything? The Secret Police Center: Gives one planet a +20% to morale, the description says it adds to the base morale, b

51 Replies 23,595 Views

Whatever bonuses the tech says it gives, it really does give. The only thing that isn't right is the government type bonuses. It says you're supposed to get a +75% bonus for mil.,soc., and res. in a Star Federation. The only thing I think that you get is a +75% bonus to economy since production doesn't increase, just the amount of tax revenue I receive. Indirectly, some techs do require 2 techs to research, but those are merely the ones that you enable when you research X

20 Replies 13,685 Views

If you can't figure out how to make a custom map (Guilty here), just mine a military resource and then watch your weapon and defense bonuses rise with it in the empire manager window. Is their a tool or program used to make custom maps?

9 Replies 5,067 Views

I believe this has been addressed, or at least is being looked into. From what I've heard/noticed, any games submitted with v1.2 b1 using a non-custom race were flagged with cheating. I had the same problem when playing as the Drath. My guess is that it's caused by negative ability points that aren't detected until after you start the game (Assuming you modify the pre-defined race some) As the Drath, I was essentially getting a free +50% to defense since their wasn't a racial abili

5 Replies 6,177 Views

The cap is 44, by the by. Actually, in version 1.11, I found a planet that was a class 26 to begin with, 29 after +10% PQ Bonus, 39 after +32% PQ bonus from Evil selection during event at initial colonization. 6 more with all of the Terraforming techs finished it off at 45. I don't remember if it did actualy have 45 tiles, but it was a

16 Replies 10,490 Views

Heh, how about keep EVERYTHING the same size it starts as. No decimal rounding to mess it up then. Also, all components should be the same size for every hull except for engines obviously since larger ships would need larger engines. I can understand if defenses would be larger for larger hulls, but weapons should be same size for all hulls. Think about it, wouldn't a Laser V that is twice as large size wise also do twice as much damage? Ehh... just opinion though.

12 Replies 4,697 Views

Ok, found another miniaturization related bug. When Advanced Miniaturization is completed, every engine gains +1 to its size as well, thus negating the effect for some ships I use. After another Miniaturization tech is completed, weapons are given a +1 to size as well (engines may gain another +1 sometime, but not sure), at least I think I've seen this. I can't remember after which tech advance this happened at. I definately remember the engine size going up 1 s

12 Replies 4,697 Views

Yeah, go figure... All things considered though, Stardock has done a great job fixing/changing a lot of the things we find wrong or annoying with it. The range seems to cap out at a 14.2 sector diameter (7.1 sector actual range), and this doesn't grow with tech advances. The 15 parsec scanner range is fairly large, but for those of us who get the Eyes of the Universe G.A., it negates the use of sensors since it gives every ship a 15 parsec scanning radius. Funny thing is,

17 Replies 7,929 Views

I haven't noticed the drop at 10k bc, but the 20k bc treasury drop is definately noticeable. The only thing wrong with that is by the time I get to 20000 bc, the drop won't really affect me that much. Checking the change in tax revenue at the 20k bc border, my original idea of the amount of drop still seems to work within 1%. That being your tax revenue (Not total income, just tax revenue drops) drops by a percentage equal to half your current tax rate. Either that or it just might

5 Replies 2,314 Views

Ok, this tax revenue bug, intentional or not, was hard for me to figure out how it was happening. When the tax revenue bug or "feature" occurs, your tax revenue drops by a percentage equal to around half your current tax rate. (i.e. 1000 bc tax revenue will drop to 800 bc with bug if your tax rate is 40%, since 20% of 1000 is 200) This only affects tax revenue and not overall income. As for the cause, I FINALLY pin-pointed it. This bug or feature occurs whenev

5 Replies 2,314 Views

To me, the A.I. doesn't have much problem building the Super Projects, it just has a problem of placing them logically, then utilizing them logically. (For A.I.'s ranging from Gifted to Incredible) Favorite example: Terrans built Manufacturing Capital on a Class 9 and had only one factory built on that planet, the remaining 6 tiles were used up with a Starport, 3 farms and 2 Cultural Exchange Centers.

97 Replies 132,182 Views

Ok, every game I play on the Metaverse, with the exception of my 3rd posted game, has had every victory condition uncheched so as to force a military victory. I am sure I am not the only one to do this... Anywho, my latest game, started the same way, nothing checked, but after I finished researching everything (Since I always do Technological Victory last), the game ended and said I achieved a Technological Victory. I reloaded an autosave and noticed that somehow all of the victory

0 Replies 1,078 Views

I noticed the scoring has changed a lot. I consider this a good thing actually. What I don't understand is how come I keep rising and falling in rank and score everytime I post a game. First: At v1.1 I had a score of 316000 'ish, ranked #89 with an occasional rank fluctuation depending upon how often I can finish games. Second: At v1.11, score went up to a little over 600000 and was ranked 2nd (Game said I was #13, but then game caught up with Metaverse score). <b

1 Replies 2,605 Views

Agreed on the Galactic Guidebook, and somewhat agree on the Orbital Terraformer. The Oribital Terraformer is somewhat useful at least to non-Neutral races. The Galactic Guidebook is actual more worthless than you think. It doesn't give every ship the ability to survey, it just reduces the cost of the Survey Module to 0, thus making it free to add as many as you want.. Other worthless Wonders and Super Projects in my opinion: Secret Police Center: Why

21 Replies 12,786 Views
Reply to PQ Problem in Bug Reports

I am actually not looking at revenue alone, but watch the numbers for tax income, since that is the primary source of income. Ironically, the fluctuations occur most often when I am not producing anything. Sometimes when a planet goes below 100% approval, I'll notice the down turn in tax income, but if I build an morale boosting building that brings the approval back to 100%, the tax income sometimes increases despite not gaining any economic bonuses from a VR center.

10 Replies 6,248 Views

Look in the options menu under the Video tab. I disable it altogether. I also disable other graphical features that I tend to not notice, such as resource and anomoly textures. In game, to smooth gameplay out, I stay zoomed out far enough so that ships/fleets are symbols and not the ship models. Also, try going into your video card's program that let's you set graphical options and/or levels of various effects. For example, I disable mip-mapping, leave anti-aliasing eith

9 Replies 5,070 Views

Yes, but only once when I've generated a galaxy with an ungodly amount of stars in it. If you go into the .xml file for custom planets, the custom race area has the labels "Custom Star" and/or "Custom Planet", at least they were last time I looked I believe. My guess is that it is a variable bug and forgot to use the custom name it was supposed to, or something like that. Other bugged variables appear often in dialog: "Hail! [YourEmpireName]..." is one of them

9 Replies 6,709 Views

I am VERY appreciative of the person who finally erased that first game from my stats that was flagged for cheating for reasons unknown to me. Just one more complaint, it still says I've played 13 games, and won 12, can that be fixed? If not, that's ok, I am just grateful that that disgraceful game that was flagged game was deleted from my stats!

0 Replies 2,150 Views

Very short list of issues and bugs. All will be with v1.11 unless otherwise stated. * - means all versions, not just since v1.11 1. Random events seem non-existant. 10 years into a game and only 2 random events have occured, both were for 2 other races getting those Precursor "Corvettes". 2.* How about an option to disable random events and/or adjust frequency of them? I like them, good and bad alike since they add another aspect to the game. 3.*

0 Replies 1,111 Views