I like the idea of land based weapons. In a world with hyperdrive, giant beam weapons, et al, it's a little silly and in my opinion an oversimplification to not have land based weapons too. After all, a starbase can boost damage to ships in a (overall speaking) very large area, so clearly it is able to project it's power a long way. Therefore I think that planet based weaponry that makes it more difficult to invade a planet would be very nice. It's be a large help over the current wa
Iceciro
First of let me say I want Multiplayer. I'd like nothing more than to play this game with a bunch of friends, each playing out our empire and trying to one-up each other, or playing it on a tough difficulty level and try to survive. However - OP, you come off like a real whiny brat. At this point, we're exceedingly, exceedingly lucky Stardock hasn't caved in to whiny people like you and released a buggy, poorly-implemented multiplayer expansion for 20 bucks and said "THERE, IT
Frogboy and Kryo (and many others im sure, sorry for those i left out) do read these forums regularly. and I have to say, I agree with this idea. Alliances with tech trading off is a pain in the butt.
Question - if you get a Starship Bonus from a planet and build a ship, then upgrade that ship in the field, does it retain that bonus?
Yes - I'm here lurking more than I'm posting but that just gives me more of a chance to accept their consistant bettering of a game.
[quote] Mmmmmwellllll...I don't think it is quite that simple. It's true that in a single player game, you don't cheat anyone but yourself, but it's conceptually sloppy, and should be fixed for no other reason than "roleplaying" considerations. Conceptually, it would be nice to feel like you can engage in any playstyle you wish, and not be penalized for doing so. That's a perfectly good reason to go back and balance your game concepts. Does it *need* to be balanced in order to ma
NLCs are nice if you're going for a tech victory, or need the tech lead bad... but Evil has the Evil Weapons Techs, the Artifical Slave Center,and a ONE-HUNDRED-PERCENT econ bonus. That's hard for NLCs to beat.
Yeah - it's a common problem we've brought up multiple times. Good is so far underpowered a lot of us consider it to be playing on a higher difficulty to use.
Stardock - I love you guys, but you're setting a bad precendent with this, just like you did with the change to ship thumbnails. Just like you wouldn't want to make the game into an uber system hog with the TBS variant of Crysis graphics require Vista and Directx10 and alienate half your userbase, please stop alienating your userbase with good, solid machines that can run this game just fine. I have NEVER had a problem with galciv crashing due to a memory problem, and I play gi
Fact- Torians have 2,000 different ways to say "lets just get down and dirty right here"
Well played sir. Well played.
What I wouldn't give for code that would tell the AI to, I dunno, even just fleet the damn transports with an escort ship or two. If the AI has a better military than you, you can still in 90% of cases get a small ship with one gun and a bunch of engines and have it dodge enemy ships and blast thier transports.
How dare they break frogboy's magnificent AI! hehe.
The problem with spies is that they often bog down my game. If I can afford to spyspam someone, I'm already winning - in a game where spies are costing me 2000bc or MORE a pop, how much more damage can I do in equivalently ships and transports? A whole lot more. The only reason I ever build spies is because the AIs are all spyspamming me for being at the top - in a recent game, I recieved eight spies in one turn. No, not a mega event. Eight regular spies from the AIs
Wow, I didn't know the exact points for pop loss. This is sadly really going to help me - i say sadly because it's silly as far as the logic behind the mechanics go, but I learned it so I can't un-learn it now
Another good thing you want to remember is that Anomalies are a great way to get cash flow. Particularly the asteroids and shipwrecks can give anywhere from 100-1000bc per anomaly - your starting flagship can survey and find them. You don't want to RELY on them, but don't ignore them either. A 1000bc anomaly pop can let you run in the red for longer, or pop out a colony ship five turns early to fetch that planet the AIs are staring at.] Another source of income is from your influe
As far as I know, you have to lose 2 ships on the same route to have it cancel in most cases.
Well, my final moments of the same game pretty much confirmed it for me that the AI's busted. I was expecting a good ending scenario against the Thalans, who had half the map and I had half the map - scouting showed they had a Military Resource too, so I was thinking, fleet war incoming. I created massive ships (still playing my First Strike custom race) with huge attack - between my random bonuses and 2 military resources my Rex Class Battlecruisers had 446 attack. Th
We may need to make a new thread regarding the AIs military status, or lack thereof. I'm not seeing anything bigger than Heavy Fighters (small hulls) and I'm sitting here running over them with 100-damage First Strike ships, before my bonus to weapons even kicks in. I attacked Altaria, who hadn't been in a war until way late in the game, really recently, and only about 40% of thier planets had any defenses, and even that was laughable in the extreme. I'm playing on the level above Tou
Any word on if there will be a spare slot to play with the Custom Race in the files? IE - will there be a RaceTech.xml file, so you can mod each race's/custom race's tech trees individually, or will we have to mod one of the core race's tech trees to get a specific change on our custom civ? 0_o
I'll say something here - I've been lurking in the MV League threads for a long time, since the idea was first proposed - I've gone through more than I should probably, I remember reading through the entire thread that was all of you trying to consolidate scores for the first round, haha. One of the things that's really put me off from joining in the past, among more nitty-gritty things (like you guys pulling out Super Abilities) has been, believe it or not, the bonuses. I play for fun
I can also confirm the cash poor civ problem - same thing, and then telling me I didn't have enough cash when I never give cash to the greedy AIs! Also I can confirm the new ship selection textures are an eyesore. They're not simply a drop in quality, they're ugly. They're nearly planet-battle ugly. Another odd bug I'm experiencing is that sometimes the ship viewer during civilization selection/custom civ creation will spin, RAPIDLY, no matter what I do. It's very disorient
There is also no shame in turning the difficulty down for a while - on the normal level when you're starting up, the AIs have the advantage that they know what they're doing
I'd like to chime in on a few points as it's really evolved since I was last in the thread. Firstly - Random teams or drafted teams, both are good, but I don't want the same 4 people dominating the League. So no "sign up 4 guys and lets go" - at least give the top players a chance to be drafted by different captains each time - or make the top team disband INTO captains. Something like that, that keeps the league fresh and innovative. There must be a bigger penalty for not su
I love your idea, Zonk... cept I play in the metaverse.