colony ship multiple launch bug happens on the planet screen that comes up automatically when a new turn starts and a colony ship is made (possible any time a colony ship is in orbit). Launch the colony ship with a given number of colonists. hit the launch button again and you can select a new number of colonists. the planet population decreases correctly, but the ship only has the second number of colonists.
Maxtipherous
jmforhan [quote]Why not first play a game at maso with abundant . . .[/quote] I have -- I usually use a cultural type style with this setting, because you can flip numerous planets at once. [quote] Mod the colony ship range to 0[/quote] ouch! lets say hardest without mods. Update: gigantic, abundant, scattered with one opponent is ugly. I am setting these criteria for phase 1 (first contact): 30-40 colony ships research to corvette (cheapest maintenance) 1
you can put constructors on guard -- by hitting g. I used to think I had to stack them with scouts to get them to guard. Man, I thought I was the only bozo *wink wink* *nod nod* [quote]how about when you take diplo bonuses[/quote] yeah, I meant diplo, econ, and morale bonuses
calculations wouldn't really be necessary. Take a save game you are winning and build several stacks of freightes and constructors, and park them at strategic points. Save. Run the various scenarios against each other, checking the tiny freighters when they are both in and out of sectors with starbases. Wouldn't take too long.
vincible yeah, abundant would be vastly harder, now that you mention it. I have been playing rare so long it was automatic hehe I think abundant gigantic with one opponent would take *months* hehe The game I won I felt guilty about accepting peace, though I did wait until his third offer and took some techs so I could declare victory. Maybe arch enemies -- no peace with Major and no exploiting minors in peace deals. The biggest problem I am having with scattered
i don't know if economy bonuses stack, or if it does, exactly how it does. When you start a trade route it gives you an estimate, which is usually dramatically lower than what you actually get. And I knew you weren't counting all the little traders passing each starbase twice, but I wanted to run the numbers anyway hehe
start with 8 trade routes to a minor 2 sectors away. says estimate is 7BC per month (stats say trade bonus is 50%, economics 176%) trade route screen reports all routes worth 29BC Each little trader says 29BC Total trade revenue reported as 544BC Saved Game killed all trade routes Total trade revenue reported as 312bc (I assume 312 is trade from other races to me) 312+(8*29)=544 Loaded Game Build 3 trade center starbases in each of three
david, when the planets are near each other there are tiny freighters in the sectors containing starbases all the time, so there really isn't any time when the starbases are not paying for themselves. you can click on the tiny trader and see how much it is making each month, and judge from that the benefits of the starbases. The advantages of this system (which I didn't invent) are: 1) the trade income starts sooner and increases more or less predictably. 2) the minor is
A while back a newby started a thread complaining the game wasn't hard enough. Several posters suggested ways of making the game harder, but I wondered what factors would make it hardest. Besides, I am bored with lightning games. I have tried several times with the following setup and restrictions: 1) one opponent, diametrically opposed alignment, incredible intelligence 2) gigantic map, rare 3) ironman rules -- no cheat keys, no ctl-n, no saving before danger
sub 50 is evil, my dastardly friend hehe 100% without military. This is my theory about AI's declaring war. An AI will declare war on you if 1) it doesn't really like you and 2) it's current military/economic complex is substantially greater than the sum of your military/economic complex and the military/economic complexes of all the races it is currently at war with. A further corollary is that relations tend not to deteriorate if the opposite is true. So I bribe co
well, I used to trade across the entire map and load up on trade starbases on my end. This is a bad idea because income fluctuations make me crazy. I started trading with a minor 1 or 2 squares away in a straight line. I have even gifted planets for this purpose. Line the route with two or three trade starbases in each sector for steady, predictable income with little hassle.
vomitus - [quote]Torians colonized a class 14[/quote] happens all the time. it is a strategic decision for them. [quote]Influence seemed to stop working after a while.[/quote] they are building resistance inprovements, like propoganda center [quote]When conquering a planet . . . no planetary improvements[/quote] we call this scortched earth, and are pretty sure it is an AI strategy as well. It seems to happen in circumstances where there is a lot of influence pressure,
yeah, a ship that starts a turn on autopilot moves at the *end* of the turn, after you hit turn. If it doesn't exhaust its movement, it will wake up, you move it and hit turn again. If you have lots of ships finighing their automoves, sometimes you have to hit turn. after they have all moved. When all the automove is done the turn will actually change. And the date doesn't seem to make sense to me either. I just ignore it. Cheers!
The challenge revolved around concensus: [quote]Try Scientific American--it's free online, scientifically sound and fairly friendly to the layman--and use the search terms "climate" and "carbon dioxide." (Just my suggestion, you might of course find better search terms.) I guarantee you'll find a whole bunch of statements about how the consensus points toward byproducts of human industry (CO2, methane, CFCs, etc) being a major, probably primary, driver of global climate change in the short t
man, if tweaking the forum is really an option, I would like two things a) separate out bug reporting from the forums so there is a more or less formal bug reporting system (with assigned numbers and issue tracking), and a bug discussion forum b) real threading so we can tell who is responding to whom, not the serial posting as it exists.
[quote]I played a few games keeping these scores high, before concluding that it wasn't doing my metaverse score any good at all. [/quote] hehe I did exactly the same thing [quote]I know for a fact that maintaining a decent military is worth 5-10% of your score on maso[/quote] I doubt it. There may be a correlation between the military buildup and your percentage of the overall population, which has a noticeable effect on smaller maps and quicker games. I tried testing the
can cari-elf get her own medal?
Man, I hate low PQ planets hehe. I wouldn't colonize 15's except someone else will get them first. Been considering gifting them to fundies of ileague as a matter of practice.
it isn't belief -- it's science. You can choose to believe what you want, and use any soft science and propoganda and anecdotal evidence to demonstrate your position, but that doesn't make it scientifically proven or scientifically "accepted" as some insist. If you accept the underlying core concepts of the scienctific method, a premise must be proven to be accepted, otherwise it is nothing more than a working hypothesis. The premise is "humans are having a significant impact on the r
[quote] Large Scale Building: High Density Metals, Tri-Strontium Alloy and Advanced Engineering.[/quote] yup -- I stopped posting corrections to my corrections hehe I virtually always trade for large scale building. well, I send the drones along one side. they each see a swath a given width. the first one is 8 squares from the side, or fifth from the first sector line. Then second from the nest line, then second on the other side of the next line, etc. You can do it rea
Um, there is no society score component. The metaverse score is kinda esoteric, bit is definitely not based on a sum of the scores displayed at the end of the game. I really wish they would clarify this, because it causes people to chase their tails. Basically it is galaxy size, with modifiers for things like opponent AI, tech tree completion, percentage population, and victory condition. Turn off everything except military victory for max points. They tweak these factors e
breaking an alliance is like the US attacking Britain . . . although public opinion here might not be that far from attacking France, with sufficient Causus Belli . . . still not bloody likely. Any change in government should reset any treaties and degrade relations.
Aalaar - win a couple at the Masochistic level with all the AI's intelligence maxed out and then tell us how cool you are *wink-wink**nod-nod* Your hardest game will be IMHO one opponent set to maximum intelligence of opposite alignment on gigantic size. He will have 80% of the map, hate your guts, and have little or nothing to distract him from chewing you into little pieces. Good Luck!
GoblinCookie Dang people -- these threads are from the beta days! Start new threads on these issues if you need to -- this is all too confusing for old fogies like me
GoblinCookie -- I couldn't figure out what folks were talking about here . . . hehe check out the date of the thread -- man, this one is like 14 months old! Bert hasn't posted a game in 6 or 7 months, or to a forum in over a year. Sheesh!