Yes, the AI really should defend its starbases better. In larger maps, where the starbases may be far from the nearest planet, defending a starbase with a couple of good ships is more important than defending most planets! After all, the loss of a planet will usually not cost you ~50 percentile units of economy. Brad?
Henrik Sthl
Ah, but I built up in my own sectors and just coordinated sending out the fleets so that they would all arrive on the same turn. With +speed and gravity accelerators, the Drengin had little time to react. Also, a single (but powerful) military ship seldom provokes a response from the AI. The fun part is that the Drengin was really relying on those starbases, and after I took them out, he went bankrupt in no time due to maintenance costs. Which I knew he would. Ha! Who said espionage was
What a bunch of semi-evil amateurs. I'm so evil I'm gonna submit more games as evil than all you sorry bunch of losers put together. I peel the flesh of the Drengins and enslave the Torians again. Just because I can. The Yor are also useful as slaves as they will work till they fall apart from rust. Forget your oil bath, serfs! MOHAHAHAHA!
In my last game, I was overwhelmed by the good Drengin. I had to quit the game for a few hours to do some chores and in the meantime I spent some time thinking on how to regain a foothold... Since I already had maxed espionage I decided to take a close look on why the Drengin were such a powerhouse. It turned out they had 150%+ bonus in both economy and morale due to a bunch of maxed-out resource starbases. So I decided to gamble a bit and try to take those starbases. The only problem w
1. I guess, since you can break alliance with them. I've never seen it happen, though. 2. Yes, sooner or later. 3. See 2. I haven't seen a difference in how fast they come to your aid in these two cases. 4. They decide when. You have to wait it out.
I'm pretty certain that conquering the planet with the wonder works. Also; conquering a planet that produced a trade good gives you that trade good. Nice, isn't it? The AI usually produces wonders on the same planet type as you do, i.e. on the "best" planet or on one of your capitals.
I disagree. It is decidedly worth it even in the end game, especially if you also manage to get a monopoly on Gravity Accelerators. If your ships move 50% as fast as your enemy, you can sustain your war effort with far fewer ships due to higher manueverability. You can retreat damaged ships for repairs without having to worry about getting caught up and destroyed, and they zip back into combat repaired before your opponent has a chance to retailiate. Great pick!
Yes. Open up the planet view and press the "Detail" button at the lower left part of the screen. You will see a list of completed projects. By marking one of the projects, you will see project details and be able to Cancel it, which in reality means destroy. Found that out quite by accident. The manual really needs some work.
Frogboy -- a suggestion: Please fix the mod loading routine so that an incorrect file that cannot be parsed is ignored. As it was, a chain reaction of errors occurred (easily seen by looking at the debug log). Also, a mod parser automagically checking at least the syntax of the file when it is submitted would be a good idea.
Latest 1.03, but this one has been around for some time: When the next thing in a build queue is a "mod" item, such as the orbital biosphere, the governor (sometimes? often? always?) stops producing instead of selecting the "mod" item from the list. I can get the build queue started again by manually assigning the item, as long as the following is not a "mod".
Hey, this was a fun thread. Since I'm also Swedish, I'll participate in the bashing: Sweden is a socialist dictatorship disguised as a free market democracy. There, now I feel better. If you want to simulate Swedish taxes, just set the slider to around 65% and watch how happy your populace becomes. Concerning imports; if Swedish customs recognizes a packet as foreign mail order, they will hold it until you have payed the 25% VAT (which btw does not directly finance hea
Latest version as of 4-21-2003: When conferring with minor civs and returning to "minor civ overview", the picture of the selected civ is wrong. I won a UP ruling givning me a new planet (that had just been found or found to be suitable, can't remember). Anyway, this planet did not update my travel range, so I cannot send ships to it. If it produces ships itself and they are not kept in orbit, they cannot enter orbit to protect the planet.
I noticed that one cause for crashes was an error in the LabourUnrest event. For all of you that have installed that, go into the event file and change the second line from: EVENT Labour Unrest to EVENT LabourUnrest i.e. remove the space in the event name. This bug causes a chain reaction of related errors in the debug.err file and causes the game to crash when the UP convenes.
Yup, it's easy to fix, though: Change line 2 in the event file from: EVENT Labour Unrest to EVENT LabourUnrest Apparently, the event name cannot have a space in it. Can someone fix the mod in the library, please?
Latest version as of 4-19-2003 Repeating crashes, very annoying. I have managed to catch one in a savegame, let me know if you want it.