The flickering mouse point problem has returned.
shiva7663
Does anyone know what the record highest population is for a Metaverse game?
Does either side have a Luck attribute rating of 25% or 50%?
Is there a definitive list somewhere of exactly which technologies allow you to build all of the various starbase modules? Seems like that information is spread all over the place.
Ooh, that would be a cool thing to add to the civ attributes selections at the start of the game: allocating points to increase the number of allowed SBs per sector. Price could probably be similar to the Ship Speed bonus costs.
One thing about Mars-like planets that are close to a civ's primary is that they tend to benefit very much from the terraforming technologies. Your PC4 banking planet could easily turn into a PC16 powerhouse later in the game. A bad habit I've been trying to break myself of is force-building planetary improvements early in the game. At least in the easier difficulty levels, it's usually just not that urgent.
No, To have a third World War, you'd have to have ended the first one, and then fought and ended a second. We are still in the middle of the first world war today. The Treaty of Versailles only led to "WWII," WWI's second phase, and that conflict's ending led to the Cold War, which precipitated the events rocking the world today... It's a never ending chain of Global Conflicts. It won't stop until the next stone age. I was going to say something along the lin
I can see the need for some specialty All-X worlds in a civilization, but perhaps there should be some kind of benefit (maybe an approval bonus?) if you build a world as a balanced, full-service mix of improvements. About the only All-X strategy I haven't seen much mention of is All Morale (Las Vegas Vacation Worlds); of course most morale improvements are somewhat in disrepute these days.
That strange huge number is not a coincidence. It's the negative of 2 to the 31st power, which means that there's been an overflow error.
If so, that makes them pretty useless. So minor civs are in first place because they build one Defender early in the game? Bleargh.
It seems like the Quarterly Reports (both DL and DA) have always been extremely biased against the player in the list of top civs. I've been in 10th place before where I was three times as large as the next largest civ, and #1 in all but a couple of individual categories, where I was 2nd due to tie-breaker. It's pretty annoying that my efforts are not properly acknowledged in the Quarterly Reports.
You CANNOT fleet ships and SBs together (despite the fact that SBs have logistics values), so your ships will never show up on the battle screen with your SB (in the current version of the game, it might change.) I think you could justifiably file a bug report on that to better bring it to the attention of the devs to get it changed. If you move your fleet, the SB would have to automatically leave the fleet, but that doesn't seem like a particularly big prob
Perhaps future games can be engineered as multiple cooperative processes, each with its own memory space.
One of the best computer decisions I ever made was getting a scanner that came with a limited copy of Adobe Photoshop (which I upgraded to the full version). It was a chunk of change, but I've never regretted it.
If I can afford it when playing Neutral, I like to demilitarize the other civs before they attack by buying their ships and decommissioning them if I don't need them myself for a credible deterrent force.
Ok, then. What about if you designate single ships as fleets (if you have to, you can have a two-ship fleet and kick one of the ships out of it)?
With enough miniaturization, does it work to add a Colony or Troop module to a Spore ship? If so, that would help with the low population spore conquest.
Changing the xml for the Galactic Resort that way just makes it a beefed up morale building. To make it have a civ-wide effect you'd need to get rid of its MoraleBonus entry and replace it with an AbilityType 4 and AbilityAmount pair. Or perhaps use F_AbilityFactor, but I'm not sure just how that works yet.
the ships have to be their for a turn for the bonus to take effect Ok, that explains some of the things I was seeing: I expected the bonus to be visible as soon as a ship was launched from orbit right after being built, and the bonus wasn't there.
It's just that the last time I tried this, I had Gravity Accelerator and 4 military SBs all with Stellar Wake and Inverse Tractor Beam modules in the zone and the no-engine ships maxed out at speed 6. I'm running the 1.7 second beta version of DA at the moment.
I'd do more meticulous testing on that point.
I do this. I bolt a Constructor Module on to a Tiny Hull and call it 'Dummy Constructor', which costs only 95 mp. But what has this got to do with your main topic anyway? The Tiny hulls don't have room for engines (until you get a bunch more miniaturization). There are no Super Projects or Galactic Achievements that boost your overall speed. In my second paragraph, "by taking advantage of the various boosts" I sh
wait... i thought that was a 3D CGI model? of course it's spectacular in either respect. I was just speculating on a possible application. It would make a nice bit of chrome for a future "collector's edition" of the game.
Has anyone tried the strategy where you don't buy engines for your ships and just use all of the various Ship Speed bonuses available in the game (bonuses from Drive Speed technology, Ship Speed boosts from Military Starbase modules, Gravity Accelerators). Basically, just making ships by taking advantage of the various boosts just having the technology or trade goods, special projects and Galactic Achievements? You can get lots of dirt cheap ships that way, but you have to make a speed
Looks like the start of a great miniature figurine line for the game. heh.