[quote]There's really no Explore, Expand phases in HoMM.[/quote] I can't speak to HOMMV, but HOMMI-III I view quite the opposite: it takes explore & expand to a whole new level. Tons of neat, various little sites to go around and visit. Indeed, I heard of a kid who turned off having opponents altogether in HOMM--he was perfectly happy just exploring everything and clearing everything out.
tetleytea
I have always considered "burning money fast enough" to mean, you're able to keep under the 20k bar without resorting to rush buying. Actually, a general rule of thumb for all strategy games (especially real-time) is to maintain a 0 treasury. If you're accumulating money, then that means you're not converting it to units fast enough. And that is bad. I've been reasonably successful at breaking even financially using economy starbases (I use abundant/abundant ga
I would love to get a pirates event just to see how my military starbases + hordes of Tiny ships fare against them. Problem is, I'm constantly paying everybody to remain at war, so I don't get many events.
Ditto what Lord Reliant said, on all counts. HOMM3 was the bomb, together with Shadow Magic and Armageddon's Blade (or was that HOMM2?). I haven't gotten around to HOMMV yet to know, either, but also that's because the gamers magazines gave it good-but-not-great reviews. But HOMM3 might have gotten the same were it released in 2008.
[quote]If I GET over 20K, I start losing money. If I am under 20K I make money... what?[/quote] The famous 20k limit. Yep, you're not seeing things. it was explicitly coded for you to make less money if you have more than 20k in your treasury. Best advice is, try to spend your treasury and keep it below 20k.
[quote]As you said, Super dominator is usless. You get nothing but cannon fodder. At best it might help your military rating early in the game. Or it could be used in conjunction with a bunch of military starbases.[/quote] I may try that a couple games from now. I can try a variant of my Spore rush: a Corvette rush. Basically, just immediately declare war on my neighbor right in the middle of colony rush (that's a play right out of the Galciv1 playbook), stunt
I will join if I can have access to the source code. [e digicons]:grin:[/e] har har har
One guy reported that getting Laser III is hard now.
[quote] It's looking like I won't be doing cargo colony ships in TA, as I'd have to get them definitely below 150BC, and probably below 130BC, so this is an engine or two at best (ion drives),[/quote] I've been doing cargo hull colony ships in TA 1.96, costing 105bc (109bc w/ 2xbasic life support). In TA you have to research interstellar construction now just to get the Small hulls. Rather than do that, I just hold out for Enhanced Miniaturization and get the Tiny hu
You could try what I've been meaning to do: try Super Adapter with Extreme planets set to Frequent. Or try Korath with the same setting, which would make for an interesting game. Do we know yet if Dominator is still useless with the new 2.0 weapons costs?
Obviously it would imply some level of cooperation with Stardock. And seeing as how kryo posted this promotional....
Are they tackling anything that requires changes to the source code? Personally, there's three things I'm dying to mod more than anything: 1) the planetary bonus tile types/frequency, 2) asteroid frequency/placement, 3) hard-coded events/mega-events/call-for-votes occurring on hard-coded dates.
Something like the PQ1 thing I could imagine putting pq1 at the start of the name, so that when you sort the planet slider by Name they all come together. I'm sure this won't resonate with some people who don't like the idea of all their planets looking more like software variable names.
I don't claim this will dramatically transform your gameplay, but--surprised I didn't think of this sooner: You can Rename your colonies to reflect the ethical bonuses you got on them. So...if you get a 49% Starship bonus ethical event and you choose evil, you can rename your planet from Alcor III to "Alcor III SS49". Similarly, if you get 27% Production or Research bonus, you can rename it "Alcor III 27pro" or "Alcor III 27Res". Now you can better take a
The Torian Empire casts their 157602 Influence votes in favor of abolishing the institution of marriage. We like to get frisky with everyone and every thing. And we are darn good at it, if you ask me.
High lets you double-click on his planets and see them. Advanced lets you double-click his starbases, and maybe lets you nit-pick his ships to see what they're made of.
Hi, I'm looking for recommendations. Should I stick with 1.96 for now, or update to 2.0 immediately? I'm hearing all these bugs, I'm wondering if it's worth it just yet. thanks!
I never saw the benefit in Advanced level. Only High.
It looks like the days of high-score cheese and Spin Control with military SB's are over in ToA. And you have to have Hyperwarp to get the -1 Speed Modules. That tends to rule out the majority of the game (let alone the part of the game where you haven't already won). [quote]The don't move and the amount of time that I can expect battles to occur in their area is small.[/quote] It's a small consolation, but with offensive starbases you can use
I switched to Impulse and it downloaded just fine. I've had worse problems in my life. Try reconstructing your /etc/fstab file when your Linux partition ceases to boot sometime.
Tech victories are nice because they don't require too much micro. Especially when you know you've got the game won already.
I would need to see documented proof, because in my experience, your civ-wide influence matters. When I own 75% of the galaxy, I can flip an entire system of 5 habitable planets just by getting one of them; and that's when I get the 1 by invasion. RoE and blue SB's alone can't do that. If I colonized a 5-planet system at the beginning of the game and the Torians got the other 4, I would get eaten up in no time. Something else has to be
Where does one see these influence numbers on space tiles?
Warlords I-IV were all right, but Warlords Battlecry II eclipsed them all. I lost several weeks of my life to that game. But Elemental looks to me more like a Heroes of Might & Magic than a Warlords. I wish it was neither, though--I wish it was a fantasy version of Civ IV. Found your own cities, research your magic, HOMM3-style sites, spells which alter the landscape and/or affect things in your cultural zone.
It's not about the weapons actually on the starbases, it's about the assist modules. All your ships within the military starbase's sphere get beefed up by the assist modules. Particularly, it's that "Protective Fields module"--the one that gives your ships +1 of each type of defense. You have to have at least 1 defense in something on your ship to start with, or you won't get the bonus. To make a really long story short, it's like getting +3 defense o