Thelron

Thelron

Joined Member # 2571356
0 Posts 21 Replies 45 Reputation

Haven't tried making Q-ships, but the AI regularly pumped out armed trade routes for me in 1.2. I want to say only the first mini-freighter would be armed (wasn't paying attention... "ohh, freighter, send in the smalls" and then largely ignore it) but it was definately possible to tell at which point they had armed it. Pretty sure it only did this in games where I nil'd component scaling though, so it could be that in normal balancing the cargo module stayed large enough that they didn't have

13 Replies 10,222 Views

Cartier is correct, the trick is to also make sure you don't have a ship selected when you hit "turn" (or at least, not a ship which will move). The engine only does things you will "see" 1 by 1, so if you go to maximum zoom and can avoid having each moving ship selected (I think there might even be an option to not do that, don't quote me though...) it will be much faster, as there won't be anything to show you (either in terms of moving icons/models, or updated ship status).

5 Replies 2,990 Views

Regarding the Torians and starbases, I've noticed in general (in 1.2, mind, but this sounds like the first major re-work of the AI coding since then, of course, I'm relatively new here so I might be utterly horribly wrong ;>P) that I don't get to blow up as many green starbases as other colors (especially blue- one thing the Terrans are good at is attempting to slow down their destruction by offering tasty underdefended starbases, including at times putting them in really odd places, like econom

13 Replies 24,821 Views

I tend to go for a "beat them senseless" approach but tend to like a long lead-in, so I spend a large amount of the game as a big research outfit just begging to donate NLC's to the Altarian cause (its ALWAYS those jerks). To avoid said fate I tend to keep a couple planets turnig out small-size ships with a bit of defense and a bit of offense, and use them to keep my military numbers up. Also I'll do my best to get a weapons system or three out of a friendly player, even if I have to h

12 Replies 14,077 Views

My bigest problem is I have designed an entire fleet of ships that fits my play style only I can't always remember which techs pop them and there is no way to look at player designed ships that you don't know the techs for, at least I don't know how and if you can PLEASE do tell I've usually noticed my designs in the research list (of course

21 Replies 8,544 Views

Definately a valid point that just about all game similar to this have the same "time to get the mop and bucket" problem, as the speed at which you can finish things off doesn't really markedly increase even after you gain a definative advantage, except in a couple cases such as MOO2's planetkiller (exploding everything you didn't already control was usually pretty quick. TAKING everything could get tedious if whoever's left had decent troop bonuses and are just out of ships. At least to me...

16 Replies 10,201 Views

I still play mainly on challanging and with a decently roomy galaxy (usually 4 AIs instead of all of 'em) as I'm still figuring out how I like to do things, but I find that the games are usually pretty interesting for me *right* up until I either am totally done for (hmm I have my secondary starting world and this class 5 I colonized just to keep the AI out of my area...) or have hit the "breakout" point where whomever I'm at war with has smashed their fleets upon my defences to the point that I

16 Replies 10,201 Views

Well, I think part of the point of the restart option is so that if you don't like what you got you can change it quickly. Personally, I think that the variance is good, it keeps things interesting- starting way out in a corner and even "upgraded" colony ships take 5 turns to get to the next stars over which are all duds can be a pain but then you happen upon a couple worlds with nice production bonuses and then you end up with a nice big planet to use for research or for taxes/troops (

11 Replies 10,327 Views

I was making a somewhat sarcastic comment about how absolutely impossible it seems to be to keep your planets from flipping if something puts the AI over 4.00 all of a sudden (like a galactic event, or they cap the restaurant or something, and suddenly that 2.5 planet you were worrying about is now somewhere around 6) because it almost always seems to flip the turn the flag appears... whereas it, well, doesn't work so well for me. That last line was suppose to make sure it was a known j

20 Replies 24,088 Views

You actualy fight battles together with your base(s) if you place your fleet on the same tile. No need to form a fleet: If there are logistic points left the starbase will be in the same battle with your fleet- just check the battleview options to always see the battles and you will see... all installed starbase modules will be in battle alongside...

14 Replies 21,082 Views

It's supposed to make all races under 4x your influence instantly flip to you, no chance, no questions asked. However, since this game draws most bonuses from the XML itself, and there is no given value for "flip", the 100% variable goes to the first thing it can find. Tell that to the AI! (is there a higher chance to flip per turn the f

20 Replies 24,088 Views

I like Neutral (mega research AND I can skip the damn wait for terraforming! Woo! That, and you can tax the hell out of your guys and they won't complain...) but have been finding that in a lot of situations, the computer "good" races (especially the damned Altarians) tend to bludgeon the evil ones quick and then come for me with their "I have half the map and growing" research/production capacity (and every three or four turns they eat a planet of someone's from the obscene influence they've

20 Replies 24,088 Views

I think he's talking about the starbases obscenely low hitpoints late game. Well, yeah, but that's why I pointed out the bit where you have to make sure they're always at the bottom of the hit list. I can't decide if mega-starbases (module-pumped and/or just flat out beefier) would work or if I like the "better bonus" stuff I've been to

5 Replies 8,738 Views

one thing I've found from playing with the milbases- Yes, they *are* picked in the same order as if they were a ship. So, if you're going to want your *fleets* defending your *bases* (which is probably the best way to go) make sure you only put Battlestations I on there (so you can fit all the boosts), and not any of the other stuff that ups the *base's* attack and defense. Then park a fleet on top of it and you're good to go (until the fleet is eaten). Overlapping multiple m

5 Replies 8,738 Views

Not all life would be destroyed by every asteroid hit... a smallish one could concievably chunk up and result in several meteorite strikes more than "big world destroying asteroid." And rockets wouldn't move it all that fast, just where it was supposed to go.

41 Replies 43,696 Views

The leader of foo has been assasinated and foo have declared war on us. I just got jammed up good by that one... I think that's probably my least favorite. Haven't run into "they get stronger all the time" yet but the way my games end up going it probably wouldn't matter to me anyway (since the difference would likely not even be noticed by the

13 Replies 15,765 Views

That, and they might prefer to play it in their native tongue even if they are fluent in English. If you even read another language, say, German, would you enjoy being told "well play it in German" as a reply to a poor job on the English version? Beautiful French language? If French was so great how come you are here in English? English is the language of busines

23 Replies 14,625 Views

Mobile bases... while that would be nice, I don't think it is the whole answer. One of the really big problems I see with them currently are that they (as has been said many places) are in large part completely circumventable (you eat a square from the impediment beam things and then just keep on going) unless the target fleet/planet is in the base's AOE. In

43 Replies 18,977 Views

151 Full "ship tree" research, xinithium, and 20% ability bonus, and my starbases don't get 50 until they've killed something... I'm on 1.2, is there a big hp boost in 1.3? Also, even with those 160+ defense numbers... I had a Large ship with 200 *base* missile defense in my little "tweak stuff" mod (I fixed miniaturization whil

43 Replies 18,977 Views

Thelron, are you sure? Well, DrrD sort of took care of this for me, but yes, quite sure (3 bases blown in one round kinda had me ready to just scrap the ships for their impudence, unfortunately I was playing Neutral so they were sent off to "assist" elsewhere by "slowing the enemy advance." One thought I just had though- when I attack st

43 Replies 18,977 Views

"1 you should not put weapons on the starbase it self but put a small fleet on that square to protect it your saving time since you dont need construction ships and when ever you upgrade yoru ships the defence around it gets stronger." I've found that often doesn't work though, eventually the starbase is "up first" and then you're hosed (defenseless starbase takes a few grand with it between setup fees and upgrades, then the fleet that was depending on its bonuses to operate properly ge

43 Replies 18,977 Views