ok so just so I make sure I got all the big features: 1. Balancing. 2. Engine improvements result in higher FPS on same hardware. 3. New and improved graphics. 4. "Alloy" networking system that should eliminate messing around with network configurations and dropped connections... 5. Ignore user command. 6. AI fixes 7. You know what, I will stop listing before I repeat the entire list and reach 3 pages of notes... Wow that is a major overhaul! I am in awe!
taltamir
you should consider correcting it to more closely follow game for windows requirements. Right now you place the save games in the SETTINGS location of games of windows.. Games for windows specificies a setting location (graphic settings, sound setting, etc), and a different location for saved games. (in vista it should be under "user\saved games\game name" @CraigHB - all those things you mentioned are NOT settings, they are other user data, which are supposed to go in different
Announcement: fixed in v1.04 [quote]-Fix for ships not auto-attacking after breaking alliances.[/quote]
you know, if you wanted to make capital ships more effective later in the game, you could just increase the range on their special abilities and weapons. They will be firing from further out, and will not be shredded as quickly. On the other hand, that would be easily countered by a human focusing fire on them. So all you did was reward micromanagement. So this is a bad idea. And the hard shield is also a bad idea as it breaks immersion. It makes it feel less like space combat and more
pop idol is bugged
oh, that is an excellent mathematical catch there nospam... by increasing it by a flat 10% you are actually getting 10-40% more resources per planet.
[quote]All the experienced players know this. IF you disagree, then no offense, but well you get the idea. It's not a matter of opinion, or choice, it's a REQUIREMENT to buy 200 at the start(100 is okay if you go colony cap). Otherwise you set yourself back about 6 minutes if you just wait for the crystal to trickle in. It's a FACT that you need this extra crystal to start with. If you pay 2000 for your 200 crystal, you're only set back 3 minutes. So even when crystal is expensive a
[quote]research costs for the extra crew slots. You're looking at well over 4000 credits per additional capship. You shouldn't spend resources on a unit like that unless you can reasonably assume it will kill 4000+ credits worth of enemies. Now, as you pointed out, caps are very survivable and will eventually pay for themselves...eventually. 4000 credits worth of LRMs or whatever is going to pay for itself much, much sooner.[/quote] That right there shows you are a scrub, you are playin
ok, when you get right down to it. this is a change that makes the tec more powerful (not necessarily a good thing. not if people play the sides in a balanced amount). Unified the economy. And it also completely eliminated a variety of exploites based on the old market system. On one hand, its good that those exploits were fixed, on the other, its bad that there is an infinite market that spawns resources out of nothing. Although it makes some sense in a way, resource productio
[quote]The 20 LRM cost SEVERAL TIMES what the capital ship cost, they are doing capital ship killing damage (ie, they are weak against most things but strong against caps), and they are taking up almost twice the logistics.I believe he was saying that a capital ship should be able to beat it's resource weight worth of LRMs (roughly 12-15.) This is a reasonable sentiment, I think - if a unit has no hope of ever recouping it's construction cost in terms of enemy resources destroyed, then you'll ne
[quote]mean that capital ships ought to be more survivable at higher levels, they ought to be survivable -right- out of the box. A level 1 capital ship -should- be able to defeat 3000/400/300 worth of LRM right out of the box, and more. They should pretty much counter every unit out there effectively except bombers and heavy crusiers.[/quote] Thats the scrub talking "a capital ship should be able to defeat..." bull! The 20 LRM cost SEVERAL TIMES what the capital ship cost, they
insurgents are HARASSMENT... sure they don't seem like much on a small map... the enemy main fleet will come in and kill them in seconds... But the larger the map the more annoying it is... and they can do some damage to unprotected systems while the main fleet is engaged elsewhere... Also... if the enemy spends 5 minutes moving his fleet and wiping out insurgents, thats 5 minutes he isn't expanding to new systems, and isn't building up his economic might.
ok then, i got my answer. they don't do anything, they are just there. Good to know.
[quote]It seams many people agree,This is a problem.Ironclad put this in the 1.03 patchThe simplest soloution is the best;subtract 700 credits & add 200 chrystal to the starting resourcesand lets move on to more interesting points (dark fleet).[/quote] Bad solution, since only those amatures here who fail to understand basic math actually need that extra 200 crystal and have spare cash. For more experienced players like me it is the other way around. Honestly the real valid iss
you are getting too emotionally attached to your capital ships. Sure it was fun to conquer a system of AI with a few capital ships and imagine you are the captain of it. But why the heck does it matter if a fleet of anti capital ship frigates can kill one of your capital ships in the late game? you build a replacement and pay for upgrading it and thats it. If the enemy had a fleet of LRM I will kill his fleet and take his planets, maybe loose a capital, and just rebuild it. At the e
i think what he means is... look up what is currently traded between countries on earth and you will have your answer... And snap, I got beaten to the woman suggestion (actually I was gonna say sexbots... but close enough)
mmm... 5 second limit before you can buy anything in black market after the game loads. Personally I am a fan of a closed market system, I don't like that botomless black market because it breaks the suspention of disbeleif. I am a galactic tyrant damn you, lemme have my escape from reality... I liked how I was countered with being called a noob for queuing all three extractors becaue "you only have 2 construction drones". Way to go putting me in my place and being clever about
[quote]Taltamir, allegiance can only be raised by 10% over the default, regardless of number of culture structures (CSs). However, adding more CSs will cause their allegiance to rise faster (to that +10% max). Where are you getting the +25% from, maybe I'm not following you.So if one CS raises its system and 3 adjacent systems by 10%, it has caused a total of 10% absolute income increase for those 4 systems collectively. Not 100% (i.e., doubling it). (If it only applied to its home system, then
well, better yet. Why do wormhole physicists (wormhole transversal research) do nothing just because other research is in progress by the planet's top engineers, politicians, nano engineers, or what have you not. In the end it is a game.
this game never tried to balance individual technologies. Instead, the whole faction is balanaced. Strategies that work for one faction don't work for another. So far with dozens of victories under my belt, I am fine with playing every game (on, or offline) as "random" because I honestly don't see any faction as being "better". So that means that balancing works.
the AI should just always focus fire, problem solved.
the distance between your furthest two planets from each other who are still connected by a trade network (exclude uncolonizeable worlds) is measured. It determines the base trade income per trade station. (there is a little variety, but its generally 2.5 to 3 credits a second per trade station). You then get that amount of money based on how many trade stations you have total, multiple stations on the same planet DO stack. If a trade ship is destroyed you loose some money and the perso
or you know, don't be a scrub and play to win, thus don't buy the planet infrastructure upgrade right off the bat, it's a horrible purchase. It takes a couple of minutes for your pop to grow into, when it does your max income increases by 3. It costs 650 credit + 225 metal + 225 crystal. If you buy 200 crystal and 200 metal at min price (300 and then 350) you just payed 1300 credits for the materials (and waited for 25 extra to form, or payed for an extra 100 out of which you needed only 25)
fighters dont have movement based munitions in this game. They are armed with lasers and the like. And it depends what they are fighting. If there is nothing in the system but miners and unarmed buildings then they would benefit from standing still and just letting loose with their weapons. Think of it like the charged missles ability of the vasari, unable to move, but does more damage. It would be perfect for fighters and bombers. (if the AI knew how to use it right that is, i
10%? hah! it gives much much more. Maybe it raises the MAX by 10% (don't know about that), but it raises the ACTUAL culture UP to the max on the planet it is on and on other planets up to their max. Culture spreads across trade lanes. Every second, planets with culture structures generates culture, it raises the local planet culture up to max, when it maxes it then it starts spreading across trade lanes, where it starts raising the next planet culture to max, when it gets to max it star