sxt178

sxt178

Joined Member # 2426865
0 Posts 0 Replies 219 Reputation

The UP thing is a bit useless anyway in my opinion. 9/10 times the resolution you're voting on is useless ie what speed should freighters move etc. nearly everyone votes for no change. There should be an option for each race to suggest a topic to be voted on from the list available.

10 Replies 14,051 Views

specialise your largest planets for economy/military production. low pq planets should focus on research. The logic behind it is this. Your economy is the most important thing in your empire. If you're not at 100% spending with enough cash left over for purchasing expensive factories, wonders and ships you'll struggle. A good cash farm needs a high population and therefore a lot of farms. High pop means unhappy people so lots of entertainment is needed. then you need to find space for

14 Replies 4,854 Views

I destroyed the ships defending a planet and moved my transport in. It finished up 1 square short of the planet. When I clicked turn someone else's transport arrived from nowhere and took my hard won planet. They spotted my transport and declared war before I even had a turn. They get really twitchy about transports in v1.2.

6 Replies 4,939 Views

That was a great game....... every time you destroyed an enemy base you found an artifact that could be researched to open a new tech branch. The same thing could be implemented if the campaign was changed to the style described above.

1 Replies 3,846 Views

trade with a third race for the appropriate weapon/defence type. it's better to have weaker weapons from a branch the enemy can't defend against. If the enemy is significantly more powerful than you it'll take sacrifices to beat them. Even if you have to give up expensive techs and lots of cash it's worth it to equip your ships more effectively. The real problem is that if the enemy has gotten into this position they are likely to be out producing you in all three catagories. It's a long roa

19 Replies 16,751 Views

It's actually quite difficult to tell if you're being annihalated due to the intense algorithms or if you would have been outplayed anyway. I don't suffer too much of a performance hit so I'll probably leave them on for now.

9 Replies 20,513 Views

I've just finished my first game with this option selected. There wasn't much difference in time between turns, 9 teams, gigantic map, normal star abundance, max planet abundance. I didn't particularly notice the AI coping better with ship movements which is the only thing I know this option is supposed to effect.

9 Replies 20,513 Views

I have the european special edition and the code is on the back of the manual. The problem is it's the wrong code. If you have this edition you need search the forum for european release and enter this code to get a real working code. If this sounds complicated it's because it is.

7 Replies 7,478 Views

It would be nice if a player could set AI intelligence and economy bonus on two separate sliders. The function to do the first of these options seems to already be used to adjust the difficulty between cakewalk and painful. The second also seems to be present already between painful and suicidal. Admittedly I have no idea how tough this would be to program It would be great for the better players to be able to make the game challenging and, for the weaker players it would be interesti

33 Replies 23,785 Views

The AI can be over sensitive at times. I was taking the last few planets of my enemy which included a planet in a system that was inhabited by three races, the one I was at war with and 2 I had warm relations with. I destroyed the defences protecting the planet of my enemy and my transport was on the way. The transport was 1 move short of the target planet so I hit end turn. The next thing I knew the other 2 races sent the "we know what you're doing" message and declared war. I had no interest i

37 Replies 46,787 Views

I'm not too sure if you're right about the computer playing poorly as the drath. I still have nightmares of my puny 7 laser ships fighting their 30 shield frigates..... At one time or another I've been steam rollered by almost all of the races if they get a decent starting position and I'm on too high a difficulty setting. Observations from my own games tell me that the drengin, arceans and alterians are strong. Admittedly a poor starting location can destroy any hope of them winning. Will V1.2

11 Replies 22,699 Views

Everyone has their favourite race. I know it's not a good idea to start off this topic with such a blanket statement but I guess, in the majority of cases, this is true. Arguments can be made all day about one race being better than the other for various reasons but it seems that the Yor are very popular on this forum, largely due to their miniturisation, logistical and industrial bonuses and tech. Under 1.2 things are going to change. Simultaneous combat will emphasise the need for

11 Replies 22,699 Views

The solution to the problem was posted very early in this thread. If you have a ship with 3 weapons and 3 shields roll once per module. You'd have to be pretty unlucky to get 3 bad rolls. Also because defenses are smaller and less powerful you'll be likely to have more of them on your ship. 5 defensive modules means a minimum defence of 5 regardless of how unlucky you are if the attacker could only fit 3 weapons into the same space he'll have a minimum attack value of 3. This would give an adva

111 Replies 42,811 Views

What if I, say, capture a drengin planet surrounted by thalan influence starbases. It would be crazy if I could then demand that they decomission the bases. Building up decent starbases requires a sizable amount of manufacturing power especially on maps with relatively few planets. By using this tactic I could hugely reduce the effectiveness of Thalan military production. I agree that it's pretty annoying but I don't see a way around it other than forcing players to only build near their own pla

46 Replies 19,710 Views

I agree. with 2 hyperwarp 3s and eyes of the universe you always get first strike and therefore never lose ships. My high level tiny hulls often end up with more hp than standard huge hulls after cleaning up half a huge galaxy.

38 Replies 12,989 Views

Good gets the temple of empathy thingy that makes people surrender to you. The extra defences are useless to me as I rely on having lots of weapons, speed and eyes of the universe to make sure no-one ever gets to fire on my ships. Seeing as everyone gets nano rippers the evil weapons are a lot less useful than they should be. In addition everyone hates you or quickly betrays you meaning you can be ganged up on. Neutral is a good choice if a little boring. The NRCs are us

30 Replies 17,467 Views

In my last game my tech was so far advanced that tiny ships were the ultimate weapon. each one had 2 doom rays 2 hyperwarp III and 1 zero point armour. I also had logistics of 54 and 2 fully upgraded military starbases. Because of my speed I always got first strike and even if they fitted half their ship out with shields they couldn't stop my weapons. Eventually i finished the other weapon and shield tech branches and built 3 versions with different co

38 Replies 21,300 Views