Well, I am not a math person, but I have learned a lot reading the forum and I use the hints that I understand, if they don't work me to death. :) I am mostly an intuitive player, and it is surprising how close intuition comes to math sometimes. I have never built farms on 10 and under planets simply because there isn't room and I don't build more than 1-2 on my best colonies. Nice to know that math sup
Franco fx
[quote who="Avatar137" reply="223" id="3551796"] I also thought this until my game with 1.0. Insane map, tight clusters, 45 major races and all minors. In my cluster I had four other major races trying to grab everything they could as fast as they could... It's been a very different and interesting game compared to when I was just using the stock races on an excessive map with tight clusters. [/quote] I am going to assume that the AI are not building super sensors, so di
[quote who="Pendry" reply="221" id="3551769"] Instead of having to make a decision about whether to include this 'feature' or not, couldn't the devs just add a checkbox in the game setup? That way everyone is playing by the same 'rules' in both SP and MP. [/quote] You could apply that very excellent logic to any number of things (features) in the game, and I would be pleased to see any toggle options they want to include. Stackable engines and sen
[quote who="DCvsMarvel" reply="217" id="3551712"] how do you build a super sensor ship on turn 1?? [/quote] You would have to rush build it, but you can pack a support hull full of sensors and build it on turn one if you are willing to pay the BC. If you just let it build it will take 7-9 turns.
[quote who="JorgenCAB" reply="216" id="3551697"] The main problem is where the focus of the AI learning how to play the game should be developed? If you are eventually forced to min/max your colonies and build 25 hex range sensor boats on turn one to keep up with the AI on even Normal the game will turn into micromanagement hell, especially on large maps. I would like to see players cry when the AI send their 30 hex movement transport in to invade their undefended colonies dee
Which is it? Don't build farms on
You can't buy them anymore. They have given some away to celebrate the launch but that is the only way to get a founders package now.
I recall in GCII there was a flurry of quick victories posted. May they were 10 turns, I can't recall. This was accomplished by bee lining for transports and killing off the AI before they had a military. I guess that they fixed that with the age deal in the tech tree. I am not sure how long for a conquest V, but it would surely be over 50 turns, or not. :)
Decisions, decisions...If I take patriotic, it means I don't get colonizer and the free improvement, or I don't get engineers and the non-decaying ship yards. So far I have been opting for ++ content. It helps a lot.
they say there are no stupid questions so here goes. What is ^ ? I assume it is a symbol used in place of something not on a standard kb
You can win on turn 1 by allying yourself with one AI before starting the game. It will declare an alliance victory on the first turn.
[quote who="RSharaE" reply="5" id="3551305"] Are they tied to asteroid and nebula fields? Those always annoy me so I put them on one of the lower settings. [/quote] That is probably your problem. Durantium hangs out in asteroid fields and elerium hides in nebulae.
What settings do you play on. I suspect that elerium is affected by the nebula settings but durantium is usually the most abundant resources unless you have no asteroid fields
Plenty on mine. I have them on abundant cause I need them :)
[quote who="NightshadeXL" reply="25" id="3551208"] My only complaint is the short campaign. Though I would like to see ship loadouts due to weapon range and type and ship role be a little more viable. I'm still optimistic that stardock will fix issues before moving the team over to their next project of StarControl 4. I mean they sold us the founders pack on the idea they would be creating more content for the game as expansions and that we'd get it free... so if all t
It only works for basic items, factory, lab, farm, market, consulate, entertainment center. I think that's all. If it was allowing you to build anything else that was the bug and it is working as intended now. Oh yeah, it will also rush build a shipyard if you choose it first. BTW, the first patch is supposed to fix it to allow you to cancel a rush and pick something else.
There is a Wiki but it is fairly new and not well fleshed out yet. I doubt your question would have been answered there. I looked over the manual and I thought it was not bad, but there is, as you said, so much detail. Forum is probably best until the Wiki gets up to speed
If you check out the mass drivers that the military is developing now, they are not small, nor is the ammunition anything like a bullet. It is more or less a ballistic missile system that works with magnetism instead of rocket fuel. Still, they shouldn't be bigger than missiles and they need to be fixed.
[quote who="Surge72" reply="193" id="3550665"] so will never be able to make use of the gamey possiblities that the player uses [/quote] Like building a dozen star bases around a planet and slider roulette :)
At first I thought it was a bug but I agree that it is working and the adjacency is where the moral improvement comes from. Maybe it's a bug maybe not. Either way it's a nice improvement
[quote who="Rhaegor" reply="186" id="3550337"] Why has this not been fixed yet? [/quote] In the last stream Paul said they were going to leave this in along with the worm hole exploit.
That's a great post on Kinetics, right there Vid. I hope Paul reads it, It more or less shoots holes in what he was saying. At the end of bragging about them he might have said that buffing them a little was not out of the question, but I am not 100% sure he said it. It might be wishful thinking on my part. Edit: I am sure I misquoted Paul on the mass of K weapons. What he said was that you can reduce the mass with shrinking tech. Later he said they might reduce the mass a
Paul was talking about them on the stream today. He was proping them for rapid fire and techs that extend range to more than any of the lasers. Also says the are low mass and can be piled on to increase damage. He seems to consider them to be a large or huge hull weapon. Durantium is easy to mine and I have a Tie fighter that has a Durantium Driver with 9 damage and I put a lot of thrusters on it. What do you know, he said they have nerfed thrusters. I haven't tested it in battle
[quote who="Simplicity123" reply="3" id="3549895"] This is just plain silly, btw. They should have a "random" option which randomly generates the race for you. Almost no one wants to go build themselves 100 custom factions. And if you did, it would just clutter up your game start menu. [/quote] It's not so bad. The first 90 are the hardest. [e digicons]:grin:[/e]
It is hard to figure out. While some things like manufacturing, and tech can be converted to a formula, BCs to the AI fluctuate in value depending on how much they have at the time and other factors. For instance, in the early betas you could buy ships from the AI for a song. Now it is all over the board, and it still makes little sense in many cases. In most cases it takes 2-3 middlin tech and 1000-1500 BCs to buy their only surveyor, (they will never build another). That's a lot