delete dratted double post
Franco fx
This was even mentioned by a reviewer and it should be implemented. In any case I have already installed basic hull designs for all classes by using the battle of the gods scenario. I have them coded with a zero prefix to keep them on top of the list and I just add weapons, defense and modules and save under a new name. I like mine better than theirs anyway
Question??? If I have a planetary rally point set and I right click to launch, will the ship be automatically sent to the rally point? With out being certain it seems to be a hit or miss situation with planetary rally points. As an aside I am still having some problems with planetary rally points. There shoulkd be a screen to easily disband a rally point. If you have a starbase on a rally point you have to move a ship other than a constructor to the rally point in order to disband it.
I have tried a couple of approaches based on whether or not there are any bonus squares or upgradable terrain (more often than not there are none). My first approach was to build a couple of factories and then build the ROE. I got some satisfaction out of Mars having a dining out spot. Then I realized that ROE boosts planetary influence so it was wasted on a dinky planet like Mars. Recently I tried building 3 reasarch labs but without a factory the upgrades take forever. I
to strike that balance between complexity and fun That's it in a nutshell. For instance SEIV is a well conceived game but it is like playing around with the MS Access program. They have pushed the envelope on complexity with not a thought to making the game more fun. Stardock has the right idea and I hope that the apparent success o
It takes time and commitment. And, there's always the possibility that you are just not a game person. Read the manual, (several times), watch the tutorials, (several times) and read the forums often as time goes by there will be more and more on startegy. Number one, play the game. Like sports, reps will make the difference. I have had the same trouble with other games when the game premise is not interesting to me. In the case of GC2, MoO2, Starcraft and SMAC, I am such
The game default ships kind of suck imo by the time you get defenders or shortly after you can design a better and cheaper ship to keep the AI at bay.
I have seen two kinds of pirates. The first kind aren't that powerful They just have a huge number of hit points that don't seem to repair. (maybe they do but they never stop shooting long enough to find out) so early on they are unbeatable but eventually the hit points dwindle and they can be beaten. The ships I have seen use low power mass drivers and lite armor. I think they come along after the the first player gets medium hulls. If you have well defended and armed starbases they can easily
Someone said it might not be a bug. There is no question it is a bug of sorts but it is not a bug that destroys the playability of the game. The Devs have admitted it is a problem but since it is not a game killer it may be a while before it is resolved. I assume there is no simple fix and they will get to it when they can. I don't like it but I can live with it
Just finished a huge map game. I was going for a culture win and had an alliance win in the bag for a long time. I had 73% influence and it looked like I was going to win it in the next 30 40 turns max. I got 3 xenophobia events in the next 50-60 turns. It knocked me back to 60% and I could never recover. In between the xenophobia I got one xenophile event but it did seem to have any effect. Finally just took a tech victory out of disgust.. Something like 150 turns and the phobia nev
I leave it for later. In all the games I have played, I have ended up owning it by colonizing later on or flipping it. Earth usually has such high influence it is suicide for another race to grab little ole Mars. They just can't hold on to it.
BTW it works with super projects as well. Start building a super project of 100 turns then immediatelly upgrade to a project of 105 turns. Voila, super project in 5 turns. The build times are just examples and could be any number. As long as the second project takes longer it will build in the time difference between the first and the second Honestly I don't use it (other than trying it a couple of times) because it is too anal playing around calculating the building times and it is
I have had some problems. The main problem is me screwing up some things but another problem that maybe someone could help me with is how to get rid of a starbase rally point that is no longer needed. I know you can click on a rally point and disband it but once you have built a starbase on the rally point there is no way to click on it. Clicking always brings up the starbase screen. Is there a quick key or somewhere that the rally point can be disbanded? If not,
After choosing the neutral allignment I clicked on a planet and it said at the top it was PQ 32. That seemed like too much so I counted the usable squares and there were 22. Later I checked the planet and it was then said to be 30PQ but still only 22 squares. A minor thing that does not affect gameplay but thought you might want to know about it.
In a recent game where I was ahead in diplomacy I had other civs requesting a certain tech trade. I usually decline since I want to see what they have and if I can make a better deal. When the other techs become visible I will make an offer that is better for me. In this game they would refuse the trade and if I then offer them what they asked for in the first place they refuse. I can keep playing around with it and can usually wind up with a pretty good trade but this seems like a bu
There was an event in the beta where you were told that a minor civ had stolen all the tech of some major civ and would be willing to trade the info for a habitable planet. After the announcement I never found a way to take advantage of the offer. Ther was no reference to it on the diplo screen. I assume it was a trial balloon that never worked out and is not in the game now but I wondered if anyone else ever got that event and was there ever a way to use it?
Kind of amusing
Beam ships may have missiles etc and ships with no defense have defense modules placed. Not a big deal just an observation that I thought interesting.
I just spent some time looking at the core designs and I see that the weapons and shields are nearly all incorrect. Beam ships are arrayed with Mass Drivers and/or missles and vice versa. Ships with Armor actually are arrayed with shields, ships with no defense have shields and armor. Actually, they look good and this is of little importance as long as the ships perform as if the weapons/defense rating is correct. I presume that regardless of what I see on the ship it is c
I didn't know how to do this so I found out: Press print screen on the upper right of ke\eyboard Click start Run type in mspaint and click okay In MSpaint click edit then paste and the screenshot comes up. Click file and save as to retain in a doc file
I have read that some are upset over the status of the collector edition in spite of the assurances that the goodies will be available. So far I have the first time to be disappointed in product or support. They have always delivered. In my own case I spent a few bucks a couple of years ago and in return I got to follow the progress of a game from concept to completion. I will admit that there were a few times that I wondered if the game would ever make it to release but it did and I
What is this and how does it work.
Inability to acquire info on minors is a pet peeve of mine. There are several situations where you are told that espionage against a minor is needed, yet no ability to do so is provided. IMO the minor play a great enough part that we should be able to spy on them. Maybe all with one slider. Also, when you have reached advanced level the espionage spending can be stopped accordiing to the game and according to my experience of getting stolen techs after terminating the expense
When you click on the planet you see the planet influence in the control section below. There is a number in parenthesis next to it. When that number is greater than one it means that the other culture influence is greater than the home planet. When that number is over 4 it will eventually flip. You can always check your own planets but to see this info on enemy planets you need some espionage. Oh yeah to make them flip faster build influence starbase nearby
Disclaimer: this example was playing at beginner level or I wouldn't have been so far ahead. In a recent game one of the beat up majors started coming to me for assistence. I was far, far ahead in military and the game was not in doubt so I decided to see if I could turn their fortunes around. I gave them 3 fast powerful ships that were at least 3 levels above what anyone else had. One of the ships was used to win a couple of battles and then squandered the ship on a hopele