You are setting too tight a schedule for beta releases. I totally agree. I am also very suspicious that you could be handing us the cheese platter here. Therefore this Beta s not only about finding the usual small bugs, but also about tweaking the game balance a lot. Tis cannot be done in a week - especially for larger maps! Example: So I have normal propulsion and can trade for special propulsion tech (or better yet: steal it when I conquer a
thebutterfly
Is there anybody active here???? I've joined your empire with my big map character - for now! If I have to wander the halls of logic my myself though, it is only logical to wander off again! My joining your empire has just set you very close to first place. Go for it, if there is still life in you!
The Hegemony is just 2500 points behind the Diplomats. That's doable. Bye, bye gold...
I love the universalists for DA games: Altarians (Luck)+ Custom Luck + Universalists= 75% Luck. I also use the federalists (If money i not an issue anymore the game is won anyway). I've experimented with the war party if I have a race that's good economically (the question is: What helps my score more?). The technocrats are nearly worthless: If I want more science I build another lab. Tiles is never ever (not even on tiny maps) an issue - but money is - even if you go
Talk about always having something new to learn. Where do you find these "kill sticker" things? Well, maybe sticker is the wrong term, If you hit button 4 at the bottom of your screen and then select Victory Conditions - you can see how many civilizations YOU have killed (and not someone else). You know the screen with the four boxes for the four victories.
Choosing techs when the economy doesn't get started: - sensors I (to build explorers) - economy techs (Banks) - no new science/manufactoring techs (they only help you spend money faster) - morale techs (especially the first one - they have built in bonuses that allow you to tax more eve if you av no morale buildings). - StarDemocracy (Bonus on economy + influence (tourism, not too effective) + diplomacy (so you can sell stuff to the AI) - farming: more people on 9B p
"A victory on that map is too easy" 10500 points Tiny Galaxy Suicidal Difficulty 1 Year Military Victory -Fire First: congrats to you. Quite a game you've played! BUT: THIS IS NOT A ONE YEAR WIN. It's a zero year win (check your own profile!)
I got my race medal without playing the Krynn or the Korath. I played them later, but it seems all you need is the DL races
I don't usually play suicidal, but I play smal/tiny (crippling) a lot. Here's my 2c: No colony rush - rush buy science facilities resources take too long to develop anyway (with just 2 planets)! So forget them for now. The smaller the map the better the spin center: Rush resesearch through the diplo tree, build one. Pay the others to keep each other busy for so long. Then you are respectable. Next: Go down planetary invasion tree. build 2 fast transports
and future posts. Naval Ranking (Ensign through Fleet Admiral) is based loosely upon game scores and number of postings to the MV. A high amount of submissions with high scores will increase your ranking. Average Difficulty: Averages the difficulty of all games played to the LOWER averaged difficulty level. Battles Won: Amount of submitted I believe naval ranking is based purely on number of games played/wins (independent of the score).
I know this too. It's in DL already.
Does anyone know whether you take a diplo hit when an AI you were at war with surrenders? And what about those rare cases when an opponent surrenders to *you* even though you're at war? I'm not so sure. An AI recently surrendered to me (in a war) and I got a kill sticker for it on the victory conditions site.
2 thumbs up!
Codex Mumbli To summarize scoring as concisely as possible. 1) Only 4 games count towards a teams base score. A games base score is 2 points for win of the proper type, 1 point for win of an incorrect type and 0 otherwise. 2) For team bonuses all submitted games get averaged. The team with the highest average score and the team with the lowest average game years gets 2 bonus points. The team with the 2nd highest average score and th
I don't really like this primarily because it would allow players to fence off massive amounts of space they can't realistically control. If that way was implemented, I would use colony ships and constructors to build a ring of influence around an area I want to control, then move from the outside in to colonize it. Even though I won't control the center, the space will be cut off from everyone else so nobody can reach it. Finally someone who shares my c
okay... i got the error 16 as well. i was going to take a screen shot but... where do i get to a screen that'll show both my score and my game settings? (i assume you wouldn't just take my word that the game settings matched those specified for this round). Hey there is a betta beta out there now. Carielf says (claims?) it is possible to post with Beta2.
Okay, it looks like the debate on waiting is not going the way I had hoped. I am not per se for making people wait for admission as new adepts into the high art of Metaleague Gaming. That still leaves the following questions unanswered: - If a new team is formed because we become too popular: who goes there: Anyone? Everyone who signed up last? - This also has consequences for the Core because we will need regular changes of passwords (a thought I particularly abhor: it's bad e
1 point for the highest score in [victory condition]. 1 point for ties.(although there are never any ties in score) 1 point for fastest game in [victory condition]. 1 point for ties.(or we could employ the submission to the MVL as the tie breaker) You are the leaders. Don't talk. Lead. Decide whatever you want, but DO decide. Unless we want to start a waiting list for participation another team is needed. <br
Mumble deserves Martin Luther - he translates GalcivII from C++ into English.
I've been wondering if building a spin control center boosts the credits you get for military. For me as someone whose computer prefers playing small/middle maps a scc can easily double my military. Still, my military score tends to be lousy (especially copared to my economy). So I suspect it doesn't help - at least I can't tell a difference between a game with or without one when it comes to scoring. I'm going to keep building it anyway - because by the time I reach the diplo tech I am usua
"I do worry about new players who may think you know more than you actually do." Be at ease, be at peace! (Les Misérables)
otherwise pre-paying off a lease early has no benefit and 1x the loan is taken out, there is no reason to ever pay it off early. There is the 20K threshold benefit!
I like trade good (especially the diplo ones) and the SCC. The SCC is so overpowered on the tiny/small maps I usually play (imagine having 2 Planets with 4 identival ships each and building a Spin Center: 4x8+4= 36 ships, or a +450% increase in military for a six turn building!
Well, I love the idea of some kind of passage treaty that can be ignored (by clicking a diplomacy box (like the one for an embargo). But if you ignore this, you get a diplomacy malus of 1% per turn per race. There should be sneak attacks (think of Hitler and Poland and Pearl harbour) but I think you should become villified by everyone for using them: - either something like the Altarian superpower without the same ethics clause - or a vote for each AI population to go to
I was actually thinking about having Missles and Lasers to go at this Ranger with - that combined with strong armor... the options the options... I love it. Most people only put one weapon type on a ship: Big weapon - one shot - no chance for defense (as it is the square root only for the wrong type) two medium weapons - two shots - two scratches