DreadArchon

DreadArchon

Joined Member # 2504668
24 Posts 314 Replies 3,080 Reputation

Many system requirement issues can be bypassed by simply zooming out to icon view. My computer isn't really up to par for the Gigantic games I play (I only have a 1 GB of RAM, which really isn't enough for this game, and my video card isn't very good). In fact, it downright sucks most of the time. But if I zoom out to icons, the game flies . I recommend trying it if you're lacking in system specs, though I strongly advise against playing the game with less than 1 GB of RAM.

9 Replies 2,444 Views
Reply to A suggestion... in Ideas

Maybe the hulls are constructed in such a way not to require SIF. In any case, I didn't ask for relativistic speed, I'm asking for just a way to slowly tug starbases around, not transform them in full fledged space ships that travels at a 50 times the speed of light... Read the tech descriptions in the Hulls line, some time. They DO require such

16 Replies 23,671 Views

Huge hulls look so much better with fake guns on them. I've always found it silly that my 3 kilometer long behemoths only took 3 guns (4 for Black Hole Eruptors, but still...). It's better to stick on a couple tiny Doom Rays to function and put them in a line of 20 nonfunctioning Doom Rays, much more realistic. Port batteries, fire as you bear!

13 Replies 13,351 Views

There were three more races near the start of the game, but they were wiped out. Colonization had been done for SEVEN YEARS by the time I took that screenshot. Yes, the AI was paying a lot of attention to war, but I've seen them do research while at war before. They don't just stick one-damage one-armor components the whole ten years, especially the Arceans. Yes, I did have a major research bonus ability, but I always do, and this doesn't usually happen. Further, I went way longer than usua

6 Replies 11,567 Views
Reply to Space Colonies in Colonies

I find it rather unrealistic that we can't have colony-like starbases (or use a constructor to make a PQ1 planet out of most worlds, for that matter). I would suggest an overhaul to the starbase system that goes by hull size. My system would work like this: As you get the options for various hull sizes, you'd also get the options for construction modules of those hull sizes. The modules would get progressively larger and more expensive, and each would be able to build bases of its own

7 Replies 8,457 Views

Are there any lists of available Empires? I looked for a list on the Metaverse site, but I don't see one.

7 Replies 10,841 Views

You should put a warning in the thread title about there being a lot of images to load.

4 Replies 10,704 Views

I'm just annoyed that the AI will probably have a magical pre-knowledge of all its colonizable worlds while we'll have to explore. I find it annoying how that works with resources, I think that they should have to look for them somehow, at least on Tough difficulty or lower (where the AI isn't supposed to be "cheating"). Plus, my resource-finding strategy (follow an AI constructor with my own faster constructor and just steal what its going after) wouldn't work in this case. <img src="h

8 Replies 7,047 Views

I just finished my first game on the Slowest tech setting (difficulty Tough). Though the research was rather obviously quite slow, I had enough planets to get technology at a good pace (I KNEW I'd have that many planets, I put it on Slowest just to compensate). The AI, although it had more planets than I did, did very, very little research. My tech tree looked like this as they were finishing their research on Laser

6 Replies 11,567 Views

My Rally Points don't work properly. I think it's a RAM issue, though, so I'm not saying we need something to compensate for it. There are just times when it's really inconvenient to have to set and move a dozen or more Rally Points every month, especially if you're naming them. And, on that note, I'd like... 5) I want the entire field deleted when typing in the names of rally points or ships, but NOT when I'm typing in the names of planets, which would be exactly backwards of how it w

7 Replies 9,513 Views

Wow, that's weird. It could be your amount of trade, actually, though I'm not sure why it would be under "Diplomacy" if so. That the Drath and Terrans (who have diplomacy bonuses) are on top suggests that it is, however, related to Diplomacy. It could also be espionage, or (more likely) it could be your popularity and your popularity could be something completely different (like how many enemy planets were affected by your influence zone).

18 Replies 12,068 Views

I still can't use the site in Firefox or Opera. And now I'm getting "server error" messages in Opera and Firefox, so I can't even get it. I also got in in IE just now. And, most importantly, is there a pair of returns after the word "after?" Edit: Well hey, there is. But what about editing? Is this its own line?

19 Replies 22,534 Views

I kind of agree with number one. Just assume that the voting isn't taking place in one physical location--you enter your vote from your homeworld, and the other races do the same. You should see the other races in the UP, and not as just a "?" either. I mean, you've known from the start of the game what other races are around. Heck, you can even see their territories on the map. You may not be able to talk to them, trade with them, or spy on them until you've met in person, but you still kn

10 Replies 14,041 Views

I forgot one. 4) Spacing option in sandbox: I'd like an option to set how far apart the various races are allowed to start in randomly-generated games, and possibly how equitably the planets and resources are distributed. It would still be random, but there would be limits, not this silly "your good civ starts in a corner with one system and three evil civs in your corner of the galaxy, all of them with massive resources" stuff that we have to Ctrl-N out of several times per new game.

7 Replies 9,513 Views

Their AI for transports really does need an improvement. I have both extremes--sometimes I do get the problems already mentioned, but the transports I usually use have a movement of 65. I can take over enemy worlds from two sectors away, and even though they can see that I have transports within one jump of their worlds, they're not bothered because they have nothing (but a scout ship and a freighter) "near" the transport. I could see this happening when I use a "warp gate" (16 military starb

6 Replies 4,921 Views

1) "Fleet on Launch" option: If turned on, this would group ships into fleets as you hit the "Luanch" button when a planet is selected. This would save a lot of clicking.* 2) Enemy aggression memory: My enemies keep declaring war on my allies. When I support my allies, my enemies think that I have attacked them, and they permanently hate me for it. This severely impairs attempts at diplomacy. They should count as attacking me when they attack my alliance. 3) I'd like a hotkey t

7 Replies 9,513 Views

My "personal icon" for this forum shows up as a red X. The file I tried to upload is a 50x50 .jpg file. Any ideas what might be causing the problem?

0 Replies 1,271 Views

Are there any comprehensive lists of the changes between difficulty levels, or do we have any way of knowing? For example, I just discovered that there's a debt cap on the lowest difficulty level--I was playing a quick sandbox game just to get a screenshot, bought something for 20,000 bc, and had my debt jump to -2000 the next turn. I tested it, and it's consistent. Oviously it's not there at higher levels. My point is, there's stuff like that going on that I don't notice, and I'm curi

13 Replies 10,368 Views

Ooh, shiny! But don't we already have a mass genocide race (the Yor)? And heck, if simple mass genocide wasn't enough, we have the Dark Yor, who are apparently going for some sort of Genocide Special Edition. But whatever, not like I'll be using the campaign. Go features!

123 Replies 129,068 Views

They could just disable ship movement during that time too, if re-enabling production is too hard. That would at least make things equitable.

23 Replies 15,972 Views
Reply to Custom Map Grid in Modding

I think that's actually in the (usually unhelpful) game instruction manual. I don't know off the top of my head.

4 Replies 8,355 Views

Well that's odd. I've always wondered about that. I dunno, maybe a bunch of ten-year olds came out of hiding and took over the local government? I doesn't really make sense to call the planet uninhabited, since you only got their military.

7 Replies 16,635 Views