I am pro Terror Stars to be sure. Granted they can obliterate a planet ala Star Wars and cool to see happen of course, Then you have to consider what the other races will do if you have them. You should not be allowed to have more than 1 Terror Star at a time no matter what. Yes you can build a new one after it's destroyed. As for weapons it should have 2 weapon systems basically The planet weapon is 1 and then support weapons for battleing enemy ships. it should be a slow mover no more th
Starlost
hehehe I meant blind exploration... Though come to think of it Blind research would be an interesting option. Your Research centers would pick at random different techs instead of rushing through the line. This would mean that the other races as well would be in the same situation. Each unresearched tech would have a number assigned to it. This number would change as the techs are discovered. The only thing that you would control is the funding going in. You still would have faster techs an
Just for Starters... Pros: - AI evolving more with each Update - Random ability for practically every starting option. - ingame ship designer and jewelery - It's just plain fun to crush another Civ. - Blind Research option - No Minor Race Option - No Tech trading option - User Mods ability - Great support from the Devs Team(s) ( they actually listen/read what the users are talking about in the forums and are actively invovled.) - Smoot
Now with the latest patch(s) out there you can disable tech trading but you still get the message that between your spies and the minor races there are techs to be had. Well would'nt it be nice if they just had them for sale in their contact screen. Granted it would be costly for you but the black market under minor races control would be an interesting option. Yes tech trading is off but Tech buying would make it interesting. Of course your probably going to be looking at techs selling for 60
LOL Iconians and the Balls on their chins, thinks back to MIBII and The Ballchinians..
generally when I play it's on the largest size galaxy everything is randomized save for that.. I rush to get the miniturization finished first then go for the invention matrix. With those 2 outta the way I concentrate on trade. Sure I get the extortion messages wanting 517bc here 178bc there etc.. I just reject them send over 1bc and they don't do anything... Next I set up a few economy starbases as just a way to give me some expanded range and early warning system. Zoom out the map and you c
I'm just keeping an eye out for someone to create a new trade good items ( like the frictionless clothing). You can't have a truelly B5 Modded game without having a SPOO Farm and Breen. And I am sure that someone is trying to figure out a good tech tree branch for Telepaths so that Earth can build the PSI Corps and the ships can have telepaths probaby as a modular attachment on the ship to go against the Shadow Ships. Hmm pictures a voice of the Resistance homage at some point hehehe..
always do a quicksave just before you turn to an alignment. Then you can at least go back and see what would have happened if.. scenarios..
yep if you get the prison you will eventually have an escape. Everytime I've won the prison votes I get the priate escape and have to go and hunt them. There should be a special section for the prison planet that would let you choose the planet it is on and special funding slider for security etc. This way if your at war with 1 or more civs you have to choose either to keep the prisoners working or lower the funds which gives them a chance to escape just so you can increase your research techs
"Confucious was a blabbermouth" Unknown.. "Everything in life is free +Tax" Unknown... "A tree when cut will fall towards the most expensive object" Starlost... "No matter where you go, There you are.." Buckaroo Banzai "You can't fix Stupid" Ron White "Chaos, panic and disorder--my work here is done" Unknown
And to think I always thought SID was Space Intruder Detector from the old UFO TV show...
hmm will have to test that out on the other levels. odd that they would put in a cap for debt.
it should not make a difference at all. I routinely build a huge ship with 5000 troops on board and deck it out with shredder tech and take over any planet major or minor. it's tough enuff to pick off the ships 1 by 1 generally. Doesn't need defenses generally. Add to the fact that I get upto about 79% soldiering bonus and there is no problem taking a planet.
Well you can always ramp up the taxes to 100% for 2 turns get some quick cashflow then back them down to the 60% happy with ya range once more. Do this a couple of times in a row and you've got enough money to buy any size ship with full features and still be positive cashflow. ( This is without any trade cash assistance). I used this method last nite and built up a good fleet of Huge Ships with Psionic Beams fully loaded. They were big bulky and slow ( which is more believable for that style o
Yea I agree about the Nebula Class. It was designed to be a conversion ship anyhow that triangular area was supposed to be interchangeable for science,survey,cargo,weapons pods etc.. ( sorta almost made for GalCiv2 hehehe..)
was just in a game and built a huge ship maxed out logistics and miniturization etc.. and just made a ship filled with shredder tech if I forced the purchase instead of waiting for it to build normally it was like -31529 or some huge negative number like that. I was only making like 200bc at most per turn but the next turn it just jumps down to -2000bc and no I was not using any trade bases and I didnt have any trade routes.. I thought it was weird so as soon as I got to like 20bc on the positiv
umm your missing the point gang.. They are all playing the new 1.2 in the office and they have lost track of time cause they are having so much fun.. heheheh... Starlost..
heheh You can tell they are Evil yes Evil they say May but they never mention the year involved heheheh... Sorry Frogboy just could'nt resist that one.. True Evil loves being vague on everything... ( hmm sounds like a federal press secretary doesn't it.. ) Starlost...
The simple rule with dealing with FOUND location(s) of Pirates is very easy. You click on them see what they have for defense so if they are using massive beam weapons just use massive driver weapons on them and beef up your beam defense to like 5 or 6. You put in 3 huge ships with say 120 mass drivers and 5 beam shields and you'll tear them apart. This works everytime no matter what. They could have 4, 5 or 6 ships and you'll still take them all out and probably not even get a scra
Thats fine for the major civs but how do you break the alliance with a minor civ? I checked and they still have the trade embargo box but not the break Alliance box. ( and I would rather not do the trade embargo without knowing if that will break the Alliance. ( it probably does but I don't know..) I'm sure there is a way to break an Alliance with the minors but it is annoying when I am Playing Evil and want to invade that lonely little planet off in the back 40 acres of my territory and the gam
Well Evil is the best way to go as I see it. The weaponry alone makes it great. The Free upgrades and the free invasion are worth it. But you have to play it smart. As for the Altarians and Torians ( sp?) simply form an alliance with them then build up a couple of super starbases by their largest planets. 18+ or better. Then once you've researched the tech up enuff to get the psionic stuff and especially the shredder tech, you invade those worlds all at the same time. I generally do not get t
I don't know anything about how to mod this stuff other than use the mods that are created by the others around here. But here is an Idea. create Anomolies that will increase the ships to the specs your looking for. See if that is an avenue that will work then determine what is it about the Anomoly system that does this. I know from previous games that Anomolies will increase your Soldiering etc. Given enuff of them you can have soldiering at 75% or more. The same may work with ship stats that
given enuff cititzens anyone can defeat a tech superior. ( Can we say General Custer?) The indians simply did attrition damage. The general had the superior tech but alas it was to no avail. Sure some of the indians died but in the end they won..
Can't help it I love going to the Evil Side ( Love the weapons) Probably one of the reasons why I also enjoy Evil Genius heheheh.. Now this would be cool. Combine techs to discover really bizarre techs that don't all have to be weapon based. Something along the lines of Beam theory and ship speed theory open up a secluded branch on the tech tree ( sorta a tech shrub) of Teleportaion/Gates for the ships. You could have the contructors go out and build a gate or it could be an add on
Well I like the pirate thing it's a nice twist. I also understand at least in one scenario why they would have some good weapons. In my current game a ship of prisoners basically gets loose and of course they are my prisoners from my prison planet yadda yadda yadda.. So they have taken my ship(s) and using my best tech. Requiring me to further build and update the ships in my fleets to take them on. Now the only thing that is not good is the fact that they will just sit there