Wotan2a

Wotan2a

Joined Member # 2675848
10 Posts 204 Replies 510 Reputation

LOL, that's what I get for playing an early alpha. I was not too pleased with my starting position anyway so new game it is. Thanks. BTW after 80 turns the only change I noticed was the new starbase radius rules, too early to see anything else. The recently promoted minors showed up fine. One typo in base game though, the event for colonization "Abandoned Cave System" states "Planetray Defense" Not sure if that can be changed in xml though.

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"Some stuff I still need to test/balance. But if you want to play with what I consider to be an un tested patch, that may or may not unbalance the game.... Feel Free ." Got it, I will give it a try playing the Federation. See what the changes do :-)

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Ready to start a new game, might as well wait for 0.4A, can you put it up?

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I agree that option 1 may put the AI at a disadvantage if the human always chooses the mass bonus options in order to build "Super Carriers" the same way I tend to build super constructors :-). Option 2 seems to avoid that. One note, in my last game the Federation AI made use of carriers consistently, by the later part of the game dreadnoughts and carriers are all it was sending at me. if it had been capable of using its logistic points competently I would have been in real trouble. N

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Just finished a game playing Klingons on immense map, tight clusters, with tech trading turned off, 0.3h Patch 1.1, here are some observations no specific order: 1. Without tech trading the Federation is by far the strongest race, their influence is overwhelming. I see patch 1.2 addressed this 2. The Klingons are about just right, not sure what the latest tweaks do but they play well, those Polaron missiles are absolutely deadly 3. The AI does not build fleets well, th

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Playing a game with tech trading turned off to see the impact, interesting results so far. The Federation is by far the strongest faction when the races must rely on the strength of their own tech tree only. They are ahead by a very wide margin which is an interesting result compared to all the other games i played. The Klingons can hold their own, the new building that gives an extra 20% research makes a big difference.

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By using the right adjacency bonuses using Elerium shield, anti-matter reactor, pragmatic building and a military resource as well as a couple precursor military improvements, a surrounded Hyperion Shrinker will give you up to 40% mass on all your ships. I would say that is useful. To reinforce Horemvore's statement, if you surround an Elerium shield with a planetary defence and the pragmatic building that gives extra resistance combined with the right defence tech

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Quoting Horemvore " Find it patch here , for your next game." Thanks, that should help quite a bit.

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Quoting Horemvore: "Even with theirUnique Buildings?" Yes but I had a very bad start position, no precursor planets after 100 turns and not really good research planets either. That hurt. I restarted with 0.3h and now I have a precursor research planet, see if that helps. Also concentrating on missiles to see if that makes a differene, it takes too long to get to good kinetics with them so you keep getting wiped out before you can outgun anyone. AI has an advantage because of how it t

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Any idea if 0.3h is save game compatible with o.3g? Having fun with my current game and I can live with the trading screen being a bit complicated when trading with races I removed the text file for if it means continuing to play. If it is save game compatible then i will jump right away. edit: Never mind, will install new patch. Got to start a new game, I lost this one already, no sense going further. Klingons fall behind in tech very easily, got to find a way to mitig

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Finished the new DLC campaign quickly, it was interesting but very short and easy. For $5, I am definitely not complaining but the ST mod is definitely time better spent for me. I got used to the changes you made and found the unmodded version of the game a bit basic, thanks for spoiling us :-) Just started a brand new game with Klingon's using your advice above, game launched fine and is proceeding with no problems. I assume that the only impact of removing the text files is that

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Quick question about 1.82. About to start a new game to fully test the opt in, if i read your notes right about the issue you brought up I can only use a max of 8 majors including myself in a game? Any other problems with 1.82 that you ran into? Edit: Got a new DLC to contend with too. Time to delete everything and reinstall from scratch :-)

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Not a way to generate custom races on the fly but give the Star Trek mod a try and play with all factions, mod and generic. Be warned however that the generic factions will be cannon fodder. The ST factions are different enough with most having their own tech tree and wonders. Interesting though, since on a very large map it adds enough good AI players to feel like there could be a challenge without the AI massively cheating. Do not play the BORG either, they are overpowered on purpose, after

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I can definitely confirm what Horemvore is saying, I just conquered another player, 30 odd planets, every one of them had a precursor fabricator or two, some had three! Most had a technological capital. Their home world had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet that already had mine. Something is not quite right.

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It is much worse than I ever saw it before though. I just eliminated the Cardassians, 30 odd planets, every one of them had a precursor fabricator or two and most had a technological capital. Cardassia Prime had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet, both of them on a planet that already had one. Something is not right and I am not sure if it is the mod or the base game +DLC. Not ga

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I now have over 110 starbases on an immense map. I just researched Interceptors and I just finished clicking around every single one to tell them to build that module. Can we please get a button that basically says " Build on every starbase"? Not a lot to ask but it would go a long way to fix mid/late games on very large map. Thanks

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Quoting Horemvore: Been around well before the last DLC, the AI can and will break the "one per player" rule, the same as they break the rule for resource buildings/components. I am not surprised to see the AI being able to build multiple unique resource/buildings, saw that before, although not in these numbers. I was also never able to rebuild them on my own planets if I destroyed them however, that's new for me.

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Quoting Larsenex: That is a bug. The 'unique' per player should mean just one empire wide and also apply to the ai. Figures, BTW every Ferengi planet I captured had a Technological Capital building on it also. Most of them were colonized by the Ferengi and not captured from other races, interestingly, if I destroy the improvement i can rebuild it on one of my own planet. I think I Ihave 6 or 7 by now. Something definitely went a bit wonky with the la

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0.3g Opt-in 1 is save game compatible. That was a pleasant surprise :-) Quick question, has anyone else noticed the multitude of so called unique new buildings since the new DLC? I just invaded a Ferengi planet that had 3 Precursor Fabricator-P buildings on it, the tool tip even says it is player unique on all three LOL. I cannot build multiples but it seems the AI is not restricted to just one. Is this a DLC issue or an issue between the mod and the DLC?

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Horemvore, did you land a cecision on the precursor anomalies finally? Take them out completely or leave them undefended? Larsenex, since so many of us seem to like playing mirror universe races, maybe we can convince Horemvore to deliver that universe as his first DLC LOL.

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Awesome, cannot wait to get back and try it out 😀

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Hi Horemvore, I am away from my computer for a while being deployed. Here is an idea I was going to incorporate into the Klingon tree as a Wonder. Using the graphic for the building in the malevolent ideological tree that gives 100% increases to funds, creating a Wonder associated with the "Garrison" tech called Dek'Go'Kor Naval Academy. The wonder would give added resistance, added military production empire wide and add 20% mass to ships built at the planets sponsored shipyard. Cost

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