NiklasInSpace

NiklasInSpace

Joined Member # 2679570
4 Posts 20 Replies 102 Reputation

Biospheres modulators can build planets up to least class 60 (tested) by building a bio.mod. decommission it and build a new one, adding 3 to class of planet each time. On one hand i can see the altarians and drath with building paradise worlds with enough industry - it is very good-ish and very 'magical', but is it meant to push the balance of the game in favor of a good nation or it is just an unforseen effect of the coding?

2 Replies 3,683 Views

24 - trying to slow down time to avoid hitting the quarter of a century

293 Replies 251,103 Views

Okey, I just tested korath - that seems to have special no ethic techs so Thala Altarians Korath Drath Good yes yes no yes Neutral yes no no no (presumably) Evil yes no no no (presumably) Ironically these are the races that is rated among the lowest in the poll of favourite race. I know this graphically looks crappy but I'll fix it at somepoint

5 Replies 3,716 Views

This post where meant to keep track of which races have new race specific ethic-choice technologies implementet in the last beta [5]. So far it looks somewhat like this (yes/no/maybe?) Thala Altarians Good yes yes Neutral yes no Evil yes no S

5 Replies 3,716 Views

I like the visual idea - meaning not having ethical techs messing things up as they are now and I, II, III etc. building down instead of cramping it together. For game effect it would be useless to research lasers beyond LaserI if plasma weapon is unlocked at the first step. I think the main flaw in the tech tree system as it is (if I should put on my critics hat and be mean) is that you cannot have multiple tech requirements for one tech. I have to think pretty creatively to ethica

17 Replies 23,528 Views

[quote]I've read somewhere (*can't recall exactly) that Virtual_PC is the most common response to such issues if you, of course, can spare the drive-multi-megabytes to install an alternate "older" OS - reconfigured to adapt at anything thrown towards it.[/quote] [quote]There is a patch that will let you play with XP (I play occasionally on my P-4) You get a crash warning message but it works perfectly. Google it[/quote] Thanks for the info both of you! I'll look for the patch f

38 Replies 21,464 Views

Tweak suggestion: Starbases has 'multiple weapon systems [MWS]' like normal ships MWS: The fact that ships can target more than one ship per round of combat, which i would prefer was module based on ships (advanced module that adds one target) and on starbases (when starbase is upgraded 'battle stations') - it seems weird that large stationary defences only targets one ship at the time. "Lock all weapon systems to that small and insignifigant ship!" just seems, uhm ...

382 Replies 105,604 Views

I believe that there has been some talk about "ascension crystal"-victory ... assuming that the map editor has that function for a purpose it seems plausible. Control all the ascension crystals (for some time??) and win! At least that's what I think.

21 Replies 51,259 Views

[quote]So.. how do I fix this, ladies and gentlemen?[/quote] Load a previous save game - at least in the version I have played the mega events are scrambled and the odds of a second jagged knife is very low! (Assuming you are Danish: held og lykke, det virkede for mig - I'm not propaganding the use of foreign language, but when as discrete as this I have a hope of forgiveness) [quote]I've seen that event and it is FUCKING GAY! Some of the events are good and some are horri

48 Replies 22,972 Views

[quote]That empty tiny hull trick sounds like a fairly hideous exploit. Has that been reported before?[/quote] "the tiny hull trick" is not an exploit! As you know, this blockade is perfectly legal, and we would be happy to receive the ambassadors - Nute Gunray of the Trade Federation or Were able to construct a unique form of force field called a slave shield (Ed.: only supported by 8 small ships with no apparent function) - Ur-Quan Kzer-Za

11 Replies 8,530 Views

I'm willing to admit that espionage is a small advantage for a harsh price ... and yes additional effects like those mentioned and framing (causing two nations to go to war against each other at the cost of agents) would be nice additions, but: End game it rocks - you can effectively cripple or crush a medium-strong economy by directing your spies at economy generating structures on high population planets or alternatively reduce the techrate of a specific race by targeting researc

15 Replies 14,717 Views

It may just be me, but when the original post talks about this week - and they usually release late in the thursday-ish (right?) ... my point is I dont see new a update: have you been working late again? or was 'this week' a short for '[U]th[/U]e com[U]i[/U]ng [U]s[/U]everal [U]week[/U]s'? ... sorry I just like your game and I thought the last couple of releases was, uhm - not enough to satisfy my hunger.

75 Replies 62,423 Views

Have you noticed that if you load to a time before the random event, the event usually doesn't take place - temporal disruption is not reserved for Thalans, you know! I use it mainly to avoid jagged knife and warp tears! I played a hugh galaxy with warp tear almost from the beginning and when jagged knife took 96 og 144 colonies I instantly left the game (and didn't save) I simply couldnt face the task of taking and micromanaging 96 colonies one more time - returning to the game when my

44 Replies 27,704 Views

First of all - I really liked SMAC and expansion and I had the same thought (building AC in Galciv2), but i simply dont have the time, so ... great initiative i look forward to it! [quote]How did the factions invent FTL travel? Stolen, traded and/or reverse engineered progenitor technology? [/quote] It depends a little on how 'canon' you want it, but here a suggestion: Planet transcends and the non-transcendants receives FTL-technology from Planet. Progenitors are

38 Replies 21,464 Views

[quote] Im tired of ships only being good for war! [/quote] I very much agree i know devs probably have tons of ideas, but let me just throw a few here anyways: Spyships (generating one spy on the planet it lands on ... players choice or random) Scavenger modules (that generates a few credits each won fight) Food freighters modules (transfers food production from one planet to another) Bombardment module (dual-

23 Replies 15,524 Views

Hmm strange few mentions Drath ... they worked pretty well for me at least before some patches ... they where unbalance (+50% defence, was rightfully removed), but still ... (they properly should have made seperate polls for DL, DA and TA) Their super ability is ... how should i put this ... crap - playing computers against computers only increases the chance of tech exchange, and we wouldnt want that now would we? (works pretty well when it is the AI playing them)

16 Replies 6,166 Views

[quote]The Krynn dominate my TA games... what makes them so good? Super Spy isn't exactly the most powerfull ability [/quote] They do have a neat economy: most of their unique buildings doesnt cost that much (save the order of krynn) ... consulate is a good start. Influence still gives tourisme money, not as much as previously, but still a pretty penny. Good moral (e.g. from temple of krynn) gives fast reproduction rates which in turn yields a good cash flow and high influence. Its

20 Replies 17,782 Views
Reply to Espionage in Diplomacy

It would be great if you could sabotage starbases too. It is somewhat frustrating to be powerless against influence starbases or just general starbase spamming, as the AI usually does. It seem that war is the only option at the moment ... and not a very good one at that.

16 Replies 18,708 Views

Im just throwing into the think pot: Biological (Thala may be biased towards it) vs. Mechanical (Yor should be biased to that choice) - leaving biomechanical as a "neutral" Biological would gain moderate repair, planet quality, moral and population growth bonuses. Mechanical would gain small industry, miniturization and spaceship bonuses. And logical in-betweenie biomechanical would gain small influence, trading and economy bonuses. Maybe flavouring the type of

29 Replies 31,499 Views

I like the idea! Especially if it is some how connected with the alignment effects, such as the accessibility of tech. Bear with me here for a moment: Lets say neutral yet undiscovered armor and weapons (see the alignment description - I dont think they are implemented) techs came only in special events offering you some moderate bonus (miniturization, planet quality leap etc.) or accessibility to a alignment specific tech. Alignment specific tech would then come in two gro

7 Replies 8,028 Views

Trade route values is sometimes reset when I load saved game. Making a drastic fall from say 59 to 11. Some of the Iconians "one piece per planet" (e.g. Precursor Library) disappears from construction list when upgraded to another enhancement (e.g. Invention Matrix), making them a "build once per planet" instead - I dont know if it is meant to be that way or if it is a bug.

33 Replies 10,066 Views

I have been through the expansion part of all three races (TA beta 1) and as previously the place you start (! - sidetracked on an inhabitable side of the galaxy makes a fairly simple setup very hard to play), the anomalies you pick up and the galactic resources (for me mainly econ and moral) you can snatch really makes a difference. Producing and sending colony ships to nearest (or strategically clever) habitable planet is more controlled by your economy to sustain the new colony and a 100% pro

5 Replies 3,204 Views