Umm.. I assume you mean the current tech upgrades.. Like defensive phasers etc.. You don't actually upgrade them. As soon as you research the techs, the percent bonuses kick in. So if you research 2 weapon techs that each improve your weapons 10%, your ATT 5 ships automatically become ATT 6. These tech bonuses are culmulative with any racial picks from the start of the game and bonuses from resources. Other tech bonuses work the same - research, mo
Baerd
when did they turn visible? They're supposed to turn visible after they attack... stay visible until they leave sensor range.. then be invisible again. Did you see them after they attacked you? Or when they were first constructed? Or did you just see them flying around - in which case there might be a problem.. perhaps they're coded so they have to be out of ALL enemy sensor ranges before they cloak again
I agree that there's a problem with trading when they make an offer to me, I decline.. and then offer the exact same trade to them.. and they say no.
would be nice to see them set up say CTRL&(0-9) with common functions depending what slider you're hovering over. For Colony Ships have each represent 100 million people (x1-10). For percentage sliders have the effect pop it to that 10%.
a shame they couldn't have fixed it by making ESTABLISHED trade routes invulnerable... making the 'small' ships imbossible to attack.. No cheese possible and it has the same effect that the designers intended.
I'm almost *positive* I've seen my percentage at 97% for cultural influence victory. I think that 97% is how close you are to achieving the victory conditions... but I can't say with certainty.
I find the scroll button on my mouse ONLY moves the politcal parties up and down on the Economic Screen... Even when my mouse is hovering over the tax or spending sliders only the political parties on the right scroll... Very annoying.. :sniff!:
Soulfire- Finally, it would be nice if there was a "tribute from this race" type of entry on the race statistic screen, so you could tell at a glance how much of your total tribute is comeing from any given race. That is an EXCELLENT idea!! Have it work in the same sense that trade does.. when war is declared all tribute stops (perhaps it starts back up once peace occurs).... and it could be another issue as to who the computer will attack.
I'd like to see a box under the Empire Name that allows you to choose your own 2-4 character acronym to preface your ships. i.e. TFN - Terran Federation Navy Yes, it's nothing but fluff, but it's GOOD fluff.. and hopefully wouldn't be too hard to code.
On smaller universes - or if I start in a really large cluster where I know I'll be fighting for it with at least one other race then I'll pop them out every 2 turns. For larger universes, popping them out every 4 turns gives Earth enough time to grow that I can fill my colony ships with 200 million people. Once those colony ships land they can immediately start producing a colony ship and have it done it 5 turns. It also means you can grab a couple techs during the colony rush
Good races tend to make friends with other good races more easily and good races are less likely to turn on other good races - though you still need a good military to keep them from just engulfing you. They also get a few unique techs.. but I'm not sure what they do - I haven't gotten that far in good.
Yep, I totally agree - though if I'm planning on a cultural victory or tech victory, I may go with the mercantile party.
I agree that Stellar Cartography isn't worthwhile. By the time it's available, I've already found my borders. At that point, knowing where the yellow stars are isn't very useful - the computer will have them colonized. Now, if it was something that could be researched right off the start... it might add a further strategy to the game. If I've met any minor races, I always go for Gravity Accelerators and lease them from Mitrosoft - then trade them to the minor races (they don't
Mine is quite similar, but I do leave Industrial Theory and Interstellar Refining til the end of that list. I also move Medical theory up the list and do my best to grab Aphrodisiacs. While keeping your tax rate high early game reduces your spending deficit, a low tax rate (high morale) increases your population growth. I think having that population increase in the early game is important - especially with Earth being drained to colonize other systems.
I agree, it should be a defensive increase instead of an offensive - the effect is similar. A +20 defense would add 10 to their attack value when they were attacked and would keep them from being early game offensive weapons.
The logistics tech sounds like the best method to me and I like the idea of tying it into N. I also like the advanced module idea requiring something other than standard constructors.
My last couple games I've tried something new as an opening move on the large/huge universes I've played on. I've bought Soil Enrichment outright on the first turn on Earth. The rest of my strategy is based on long term spending as opposed to lease (100% spending, 80/20 break between military and research, colony ships every 3 turns). I find this builds my population quicker and allows my colony ships to always be shipped out with 200-300M people without having earth'
Yep, I was referring to the corvette/starfighter/defender era. The different eras are my one sore point with the game - especially because the AI is sort of weak militarily speaking. As DeafHawk said "when battleships start to come out, it would be a completely different story because battleships simply just overclass everything before them" - this is my gripe about the game.. even the second era ships -frigates and the entire battle line of ships - totally outclass first gener
I agree that currently Starbases swing the balance of the game to the human's favor. Most of us set our default military production to constructors while the AI seems to build a mix of colony ships, defensive warships and troop transports along with constructors. I would like to see some sort of maintenance cost for Starbases - perhaps only for the +production and +military modules, or perhaps only for each starbase after 1 in a sector.
Leave it as single player. I've yet to ever finish a multiplayer TBS game, whether it's 4x like MOO2 or Stars! or purely war like Empire was. I'd rather Frogboy take the time and effort it would take to make it multiplayer and apply it to fixing the bugs and stregthening the AI.
Za H - nevermind.. figured out what you meant right after I posted.. don't forget to account for the pop growth of your target while trying to get there.. got it. :p
Za H - - Don't forget to account for population growth while your transports are en route to their targets. Not sure what you're saying here - are you saying the pop will grow en route to the target?
I seem to find the game is broken up into distinct military eras. It irks me a great deal actually - my one complaint about an otherwise incredible game; and not a big enough complaint to stop me from playing :) Anyways, am I missing something, or is an early military game impossible. I'm talking about conquering systems in the corvette/defender era. I find 2 problems... 1. transports.. two issues with these things.. they're far to slow during the early game and second, I don'
Perhaps the key is for the Devs to try and limit it to trade route freighters - in other words, those that have reached their destination and become 'tiny'. That way the abuses couldn't happen. 'Free range' freighters would still be valid targets.
I believe stealth ships are invisible until they attack. Once they attack, they remain visible until they get out of sensor range and then cloak again. Not positive though. I *may* have encountered a stealth ship once.. not positive though. I had a constructor on an autopilot route going in a straight line to a starbase. It veered out of the way of an anomoly.. but it veered out 2 squares.. not just one. Was it a cloaked ship that it also avoided? No clue.