Yes, you screwed yourself by attacking them. you should have gotten the warning dialog that said "By doing this, you'll be declaring war on the Peacekeepers, ok?" They are roaming around my galaxy right now, decimating the Torians. I don't know how they did it, but they have a lot of planets in Yor influence space, so even their orbital defense ships are getting smeared. I'm getting around them by building "influence lanes" using influence starbases towards anything I want to
dac
Given that it's pretty early in the game, I guess I'm just going to have to go nuts on the Logistics branch and swarm with tiny hulls. Thanks for the answer, I was using up a lot of ships trying to figure out if attacking first or defending, or what was the deciding criteria. Thanks
The wonderful "Dreadlords arrival" is plaguing my current game. They have a battleship running around that has something like 585 attack in Mass Driver, no defenses at all, and 67 HPs. It's pretty easy (even at my early tech level) to build a fleet that can knock it down to zero. Of course, my fleet gets annihilated. And the Dread Lord ship wins every tie, regardless of whether I attacked it, or it attacked me. So, in Twilight of the Arnor (1.96), what are the rule
Any chance of finding out whether this crash was repeatable at Stardock, or it's just something munged with my machine?
I've emailed the files. Thanks and Good luck.
here is my latest debug.err file Debug Message: Version v1.95 Twilight of the Arnor last updated on: Thu Jun 19 11:41:00 2008 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 6/22/2008, 14:18:12 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: DAVIDATHLON Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_qfe.070227-2300) Languages: English (Re
I can repeat this from a save game (which I'll email) It doesn't happen in exactly the same place every time, but pretty darn close. I also have the smart exception .cra and .dmp files that I'll email
Hmm, thought I would have seen this by now. My favorite (I've only played the Terrans so far), is the Fleet Warp Bubble trick. This item is nice because your fleets move faster. Also, if you put just one stinking gun on your Warp Bubble ship, it becomes the prime target for the enemy. So, I know which ship they are going to shoot at. So, I load up the Warp Bubble ship with defenses, reinforced hull points, etc, and one lousy gun (to make room for all the defensive stuff). Then, non
I too am seeing mis-directed weapons fire. It seems most prevalent with mass-driver weapons, and it always seems to be directed at the first ship that fired. Note that this is only graphical, and the explosions appear on the correct target, just the weapons appear headed for the wrong target. And the damage is applied to the correct target, so it doesn't affect playing the game, but makes the combat viewer slightly less cool than it could be.
It's never been a starbase for me, it's always been one of my planets. Doesn't happen every game, but once it happens, it happens everytime you load that game from then on out. It's pretty funny later in the game when there are way too many freighters flying around. My magic planet soaks up every spare alien trading route there is.
Being good is it's own reward. Notice that if you are good, none of the other "good" races will attack you. Notice that if you are evil, the other "evil" races will stab you in the back just as quickly as everybody else. Evil has short term, obvious benefits. Good has long term, subtle benefits. I often tend to lean good if I'm sandwiched between the Altarians and the Torians. That's two borders you often don't have to worry about. Evil is a good choice if you don't mind fightin
I've seen the Arceans do this, though not to that extent. If they'd built constructors instead, they could have covered every inch of every trade route with mulitple Economy Starbases and been rolling in dough.
I like the proposals in Brad's post #94. They address most of the issues I have with the economic system. The coupling of labs and factories had me puzzled for a long time (never understood it in GC1, finally figured it out in GC2). The only issue this proposal doesn't address is the Mega colony starving all the other colonies. I like geoelectric's solution of allowing players to distribute income either by percentage or give essentially equa
If you can get the weapons to attach, you should be able to get the additional parts to attach. Remember, what controls where you attach things is your MOUSE pointer. Put the mouse pointer over the hardpoint and click, it should attach. I think it's tempting on some of the larger additional parts to try and line the part up with the hard point, but that doesn't work. Zoom in, put the mouse on the hard point, and click. It ought to work.<
Er, I don't think it works exactly like that. I offer this opinion in the hopes that if somebody from Stardock reads it, they can either see that someone is getting close to understanding their economic system, or just one more example of someone who's wandered completely off the beam. Factories and Research Facilities represent capacity. Example. Set your research slider to 0, set your spending rate to 100%. Now you are spending enough