Mac2411

Mac2411

Joined Last seen Member # 2569658
52 Posts 297 Replies 503 Reputation

Respectfully, I disagree with an attribution of the problem I'm observing to "as intended" game play of some kind. I'll give an example of that to which what I'm referring. The Iconians and I were at war. I conquered one of their planets from which a trade route to a distant alien planet originated. The Iconian trade route persisted even after I conquered the planet. The tiny freighters originating out of the planet were labled "Iconian." I could kill the tiny freighter and the very next t

11 Replies 8,765 Views

That's a good question. I don't know that I've actually been able to shut one down since the general release. I was able to do so during Beta testing so something seems to have changed. Perhaps what I noticed with the persisting trade routes is only one aspect of this more general problem with AI trade routes.

11 Replies 8,765 Views

You're either being intentionally asinine or just don't get the point. The trade routes should not be persisting once the planet is captured. One of the benefits of capturing an enemy planet is to shut down the trade route. In any event, I've tried that approach as a work around and I'm not sure the routes can be shut down in that manner. If you don't have something constructive to say, then don't waste time posting.

11 Replies 8,765 Views

This may have already been reported, but just in case it has not I will report it now. I've noticed in TA that enemy trade routes are persisting even AFTER I conquer the planet from which they originate. The planet becomes mine, but enemy freighters continue to carry on the enemy trade route as though I'm not there.

11 Replies 8,765 Views

I agree the Research problem is, well, a problem, but I hope these changes don't swing things back in the other direction. I for one like very, very slow research. What I didn't like was that the same tech would cost 10 weeks of research one turn and then 20 turns later would cost 15 weeks even though I actually had more research points by that time. Is that the bug that is being referred to here? If so, then please go ahead and fix, but please don't alter things so that slow research is aga

251 Replies 743,212 Views

I agree something's not right here but I don't believe the AI's research "just stops." In fact, in my games thus (immense galaxy, painful difficulty, very slow research, rare suns, rare habitable planets, common planets), the AI consistently has a tech advantage over me. It's just odd for a technology that one turn only takes 10 weeks to research to take 20 weeks ten turns later when my tech points have actually increased in that time. That's the difficulty I've been seeing. Then again, as o

81 Replies 137,606 Views

The Thalans are usually one of the stronger races in the games I play, but that probably has more to do with galaxy set up and other game settings I use. Regardless, not having access to this tech is a serious weakness and I don't think it was an intentional one. I've modded a bit on this game but am far from an expert. I wonder how hard it would be to just add this tech into their tech tree as part of a mod? Also, has anyone of you posting here brought this directly to the attention of the

22 Replies 20,026 Views

The AI's surrender behavior is, in my opinion, an issue that needs corrected. They seem to surrender far too easily. I've also seen AI surrender despite the fact that their enemy was not even in range of their empire and had little hope to be so for a LONG time (immense galaxy on opposite corners). This behavior needs to be tweaked quite a bit.

6 Replies 5,865 Views

I had an invisible starbase in one of my 1.91 games (the only one actually). The base was attacked and then became invisible (it was still there-the little blue halo would appear when I would click on the space it occupied and when I double clicked it would pull up the screen where you get a close up view) until I sent a constructor to it and upgraded it at which time it reappeared.

6 Replies 6,064 Views

You know, I thought I was observing tech research times for the same tech go up as my game went on as well (i.e., the research time for an unresearched tech went up as the game went on). That was despite the fact that I had a larger empire and more research. However, I did not really analyze the situation to see if my casual observation was correct.

121 Replies 274,584 Views

Great game. Very stable on my machine, which is far from the speediest or most advanced. That being said, I have a couple of less positive observations. First, the Torians now seem a bit overpowered. In every game I've tried, they quickly colonize the most planets (by far) and field the most powerful military. The surrender mechanism still seems a bit off kilter. The AI seem to surrender when there isn't really good reason to do so. Moreover, they tend to surrender such

116 Replies 170,257 Views

I guess they've pulled the Beta forum down so I'll report this here. I've noticed in this latest version of the Beta (don't have the number handy but it's the last beta) that an old bug has popped up again. Minor races are again either starting out with or rapidly developing the end game technologies. For exampe, in a game when most players are still using lasers, the Akilians and even the Vegans who had just entered the sector, already had zero point armor and aeron missile de

0 Replies 1,832 Views

That's odd because I recently got the Pirate Mega Event and it seemed much less of a challenge to me as well.

9 Replies 4,790 Views

Okay, we're only one step away from the Release and I've noticed that Hardened Armor still does not show it providing any bonus or ship component. Hope this one is completed-it's a good concept. I've not seen the evasive action tech yet so I don't know whether it has been completed. While I'm here, I'll also note that the first two levels of farming tech have an improvement that looks identical. Back in DA, there were two different icons for those improvements. On the tech tree, you

6 Replies 3,794 Views

[quote]My point was that you've created a scenario that maximizes the Thalans' strengths, minimizes their weaknesses, and is not at all representative of the way most people play. Performing well when everything is set up in their favour, does not mean they aren't crippled in a general sense.[/quote] Perhaps so, but then again I didn't say they were not "crippled." I simply pointed out that in my games using my settings they have performed quite well. Every race has strengths and weak

30 Replies 83,245 Views

[quote]Of course the Thalans are going to be relatively strong when everyone only has 3 or 4 planets, because Thala with all their Galactic Achievements is a very strong planet.[/quote] Yes, which is exactly why I pointed out just that in my post.

30 Replies 83,245 Views

That sounds like a bug. I've not included the Arceans in any game in which I've played a custom race with their tech tree. Interesting. I thought I read somewhere that the Devs changed the SF so that it could be produced by more than one race.

10 Replies 6,602 Views

Playing mostly on crippling and painful as Arceans or custom Arcean-like race and the Thalan AI are often one of the most powerful in the game. It may have something to do with my galaxy set up (rare habitable planets in immense galaxy with very slow research), but even if they only have 1 planet (with other empires having 3-4 on average) they can field a very large starfleet and seem to advance in tech quite rapidly relative to others for only having that one planet. I've not played the Thala

30 Replies 83,245 Views

You may be right, but I believe I've seen other events that actually state they confer a "civilization-wide research bonus." It probably doesn't matter and could be as arcane as this event never being edited from an earlier draft, but why not refer to this one in that more direct way if that is what it is doing?

13 Replies 6,371 Views

Doesn't seem to occur with fleets, but single warships are toast. I've had it happen again since starting this thread. It makes it very risky to guard starbases with single ships. I wonder if it would occur if a fleet was reduced to one ship and then the starbase destroyed. Single ships formerly part of a fleet seem to keep their fleet designation because I've both been engaged and engaged single ship fleets. The effect is noticeable because of the rules I have set up for the game

6 Replies 2,945 Views

Thanks for all of the responses and posts. I too would like to hear a Dev weigh in on this one.

13 Replies 6,371 Views

I don't remember seeing anything official about this. I don't see the logic of these improvements being indestructible. They are neither Trade Goods nor Galactic Achievments, which are typically indestructible. It is arguable whether those should be indestructible as well but I can see why one might want them to be. However, these are nothing more than planetary improvements like factories or farms, both of which can be destroyed in their other iterations in the game. In fact, given the fac

6 Replies 3,760 Views

Playing as the Terrans I often win the game with influence starbases. In some games I don't even build a military. This is on painful difficulty level and above. I've used this strategy since DL. It got so boring I decided to play other races.

11 Replies 21,465 Views