PeskyFly

PeskyFly

Joined Member # 2912009
11 Posts 359 Replies 18,018 Reputation

[quote] Not to be the Dark horse But that would be one more almost meaningless tech to waste time on for a few meesley pennies. The idea of it being only for Good alignment is however a good one as long as it pays generous enough to make it worth while. [/quote] If you don't want extra techs, you can either hitch it on

9 Replies 7,009 Views

[quote]get attacked early in the game and loose crushingly.[/quote] Does the AI fleet their Transports with warships? If no, then you can build ships with lots of engines, sensors and 1 weapon just to kill Transports.

16 Replies 7,919 Views

Even in games without colony rushes, the Iconians act really lousily. By the time everyone else has frigates or battleships with mid-range weapons(Photon Torps, Phasors, Graviton/Quantum Driver and Psionics), these guys are buzzing around 3-4 small fleets of 3 to 6 tiny fighters with Railguns, on Painful. Their 2 planets consisted of farms, influence buildings and a few factories - they don't care about research. [quote] So how do they stack up, do you think, as a pl

24 Replies 23,771 Views

[quote] Neural, are you playing on DA? Are you playing with the Drath in your game? If so, the Drath are conning them into war with you. Otherwise, if you're able to stomp them, then just eliminate them completely. I promise they won't go to war with you after that [/quote] "just eliminate them completely. I promise t

35 Replies 16,084 Views

No, starbases don't move. In Twilight of the Arnor, there will be a module(or modules) that can convert stationary Military Starbases into mildly mobile Terror Stars.

1 Replies 2,444 Views

How about this as tourism income: You research 'Xeno Entertainment' to unlock the 'Cruise Module'. Using this module, you can create Cruise Ships and send them to foreign planets to establish tourism from the alien planet to your planet and vice versa. You get income just like the income you get from trade routes, but this is far less income then what you get from trade routes. The length of the cruise ship's route doesn't affect it's income, but Influence Starbases belonging t

9 Replies 7,009 Views

[quote] It seems wrong that 2 ships can defeat a planet. Its no more wrong than 1 ship defending a planet. Read the description of the Planetary Defense technology sometime. The attackers can come from literally any direction. The one ship can't be everywhere at once. The fact that you always have to battle it is just an abstraction. Put them in cryo-stasis I hear you say, sounds goo

47 Replies 34,890 Views

This is the bug that destroyed my Bunglers custom race game - by corrupting all of it's save files. Anyway, now I guess it's safe to declare obsolete ships as obsolete. Updating right now.

14 Replies 26,827 Views

Photons are 1 of 4 gauge bosons that mediate interactions between fermions(normal particles like electrons, protons and neutrons). Photons propagate electromagnetic force(light). Gluons propagate strong nuclear force. The W and Z bosons propagate weak nuclear force. The particles mediating gravity - 'gravitons' and the Higgs boson - haven't yet been discovered outside of theory, although the Large Hadron Collider is supposed to generate Higgs bosons when it enters operation next year. Of the 4 k

97 Replies 37,834 Views

Nope, on a Huge hull, the Black Hole Generator gun is better than the Positronic Torpedo 2 missile. Since miniaturization doesn't factor into sizemods, a BHG would be size 12 doing 16 damage for 100 bc while a PosiTorp 2 would be size 14 doing 15 damage for 70 bc. The Black Hole Eruptor is also larger than the Black Hole Generator at size 14 against size 12, but 25 damage vs. 16 damage easily makes the BHE the best weapon there is(not considering it's price). Meanwhile, the top of the b

7 Replies 6,198 Views

1. No, UP voting has no effect. 2. If you fly around with warships, troop transports or spore bombers, yes. If you fly freighters or scouts through their space, then no. 3. Yes.

35 Replies 16,084 Views

We've already seen FTL existing, but only in the form of elementary particles going FTL via 'quantum tunneling'. They don't accelerate to the speed of light at all. Instead they just go from a sublight speed to an FTL speed without passing through all the speeds 'in between' like you have to do when accelerating normally. No one said you can't go faster than light. You just can't accelerate/decelerate to light speed. Provided you never achieve C, you can be going faster or slower without a probl

97 Replies 37,834 Views

Here's the homeworld I've used so far in my no-Colony-rush games: If I have a Rare Elements or Precursor Mine: 1 Factory on bonus tile. else 2 Factories. If I have a Precursor Artifact or Precursor Library: 1 Lab. else 3 Labs. The rest is all Economic buildings, topped off with an Economic Capital. Eventually I build a Counter Espionage Center and Spin Control Center. The Factory/s eventually become Manufacturing Centers and the Lab/s

28 Replies 22,442 Views

[quote] Bwahaha! My class 72 still takes the cake! [/quote] If you get the Dread Lords Mega Event, capture the Dread Lords homeworld of Armalda without decreasing it's PQ, and then get the 60% PQ bonus event, you can find yourself with a Class 72 even in a Metaverse game. Other events and race bonuses mean that theoretically, even higher PQs are possible, but you will never be able to use more than 72 tiles because the other ones will be out of s

20 Replies 13,093 Views

[quote] Its a great thing to put on a mystic spring. See, i didn't realize that the bonus would apply to ANY structure with a morale boost. Are you sure of this? Does this mean also, that a stock exchange will get the bonus from a 100% influense bonus tile? I usually ignore those. I use spies early, at a low level you can see the destination of AI ships. I like to place them on AI captials that i find, enemy or not. The bes

27 Replies 19,419 Views

I had a Class 33 and Class 29 planet in my recent Arcean game. The Class 33 started out as Class 15 Thala, baseworld of the Thalan Empire. A Precursor Device doubled it, after which I captured the planet in a 1-turn war and eventually got it up by 3 tiles through Neutral-automatic terraforming. The Class 29 was a lucky find in a Rare-everything galaxy, but the Drengin outraced everyone to grab it(started as Class 26). The Drengin soil-enhanced it into a Class 27. Later, I culture-flipp

20 Replies 13,093 Views

[quote] I recently updated my ship design from positronic torpedo to black hole eruptor, but I'm not so sure it was the best move. My small ship configuration went from 33 damage to 50 but the cost jumped from 295 to 400. Now my colonies churn them out at a reduced rate and it's slower to build a "swarm" of small fighters. Anyone else feel that at a certain point one is better off not implementing the most powerful weapon availabl

7 Replies 6,198 Views

[quote] Hi! there is no single reason to use spies offensively, because once you are #1, you will need them all in defense of your planets. When a spy costs more than a fully armed huge hull ship, you know what you need to build. When you're #1, you roll over the opposition and don't bother with spies. Once one civ is gone, so are their spies. BR, Iztok [/quote] Also, when you conquer a plane

27 Replies 19,419 Views

[quote] Nope, the Voyagers aren't the fastest things we've got they are the fastest things we have in space right now. the fastest rocket we have in space is new horizon but it isn't going as fast as they are. [/quote] The Voyagers are fast because they got lots of gravitational slingshots from passing planets. That's because all the planets were in such a position to make that possible. Now

97 Replies 37,834 Views

Think of a very high, very, very steep hill. That's space. Normally you'd have to up that hill and down the other side to reach your destination. The Stargate, however, creates a tunnel that forms a short, straight path from this side of the hill to the other side, so it's obviously much quicker. That would be 'pinching the space'.

97 Replies 37,834 Views

It happens with all weapons. Beams fire out the back. Missiles fly out of the back of their launchers. Mass drivers are the worst. They fly out of the back of guns, miss their target on screen, yet still explode and deal damage. [quote]I think that some subtle animations such as a buildup glow for beam weapons would also be a nice touch.[/quote] It already exists for the Psyonic Beam. An orange glow appears around the beam-gun, then an orange rope-like beam fires, twists into a

20 Replies 11,588 Views

There's a whole thread revolving around stealth/cloaking - I think it's in the Ideas section or maybe Game Talk - can't remember at the moment.

4 Replies 4,531 Views

If you're Evil, even disabling Mega Events won't save you. Instead of the Jagged Edge, the Fundamentalists will take your planets and your tech in a similar manner. But they only hit Evil civs, the Goods and Neutrals don't get affected at all. Since the Fundamentalists are just a normal event, not considered "mega", they can appear in any game. Recently they hit in my current Bunglers game. They stole my hard won gem of an industrial world, Arcea, and the pointless crap planet of Korx 2

14 Replies 9,723 Views

I recently suffered the exact same problem. The CTD occurred when I was buying Troop Transports from Lord Kona in order to retake some planets that had been stolen by the Fundamentalists. Now 3 saved games have been destroyed - they crash while loading. It was 1.8, the original pre-A version. Now I shall upgrade to 1.8b and see if I can get my game back.

7 Replies 6,818 Views

Anomalies do indeed reappear in 1.8. But they never reach the level of density at which they were at the start of the game, because every time one pops up, all survey-capable AI ships in the galaxy go berserk to grab it, and then go to the next closest in a never-ending race. So unless you have abundant anomalies, I think the Guidebook is still useless. I was running Occasional Anomalies, and 2 manually-controlled 'Seeker'-class armed surveyors were sufficient to outrun the slow-moving AI Flagsh

10 Replies 7,337 Views