i) Your first cap ship should be a colonizer. Send it into battle first, so all the enemies fire on it and it can act as a buffer. Then send in your backup frigates as support. Your cap ship should be able to take out at least 5 frigates, possibly even 10, by itself even on low levels. ii) Choose whatever suits your style of play iii) Depends on the situation iv)[quote]IV)They are useless in general because the payback take too long. This like other research such as pl
aeon_illuminate
In large maps, I generally have 3 to 5 cap ships by mid-game so I just send them with my fleet, and assault the planet while my fleet goes onwards. Your group of cap ships won't be defeated very quickly and you'll have time to bring in reinforcements if they're attacked by a considerable fleet. Also, you should be earning quite a fair bit in a large map because of the number of planets you own. Siege frigates shouldn't be that much of a problem for you in terms of cost. And you only nee
[quote]The AI is also pretty stupid when it comes to turrets. So if you just max out tactical slots, build 2 or 3 repair stations, then build a bajillion turrets right around where they jump in (make sure they are in range of the repair stations) they will sit there and attack the turrets and get torn to pieces before they finally retreat.[/quote] Are turrets or hangar defenses better? I've onlye ever built 3 or 4 turrets and they get crushed really easily. Also, I've had the s
Spamming LRM frigates is a pretty effective way. Also, I always get the Akkan Battlecruiser as my free capital ship. It boosts your fleet considerably [B]and[/B] it makes colonizing a breeze, as the capital ships regenerate anti-matter very quickly. I used to think that the Kodiak was pretty powerful, but now I've realised its only useful for absorbing damage on the front line. Their autocannons are very weak, and a similarly-priced swarm of Javelin LRMs will do vastly more damage. Just
[quote]Note that culture can be a real pain if you're assaulted by it early in the game when your empire is small and you need every bit of income that you can muster.[/quote] Capital ships can repel culture, so you should move your first free capital ship to the planet that's being culture bombarded to help.
[quote]If you count mind that all programs start counting with 0!!![/quote] Strange... I thought of that, but when I checked one of the wormhole connections for Vorkul's Labyrinth, the wormhole position was 1, but it was the first planet in the list. So shouldn't it have been 0? or wouldn't it work if it was?
2. The allegiance is based on how many phase jumps away a planet is from your capital, which is stated in a box at the bottom of the UI. You can increase your planets' allegiance by spreading your culture to the planet. However, this only helps to a certain degree.
The game would really benefit from some more planetary options, such as buildings, defenses actually on the planet and a neat animation for planetary invasion like GalCiv2.
Yeah I'm having the same problem. e.g. [quote]Here an exemple of Voruk interstar connection: interStarConnection starIndexA 0 planetIndexA 4 starIndexB 3 planetIndexB 1 spawnProbability 1.0 type "Wormhole"[/quote] The star indexA is 0, which I understand. However, the planet IndexA is 4. The only wormholes in the Star 0 system are planet 1 and planet 5. Also, it isn't the 4th planet, because there is a planet 0, 1, 2, 3 and 5, making the wormh
I found the section about interstarconnections when I opened up my map in notepad, but I haven't been able to figure out what to do. I've used Voruk's Labyrinth like everyone else recommended but I'm a bit confused as to what the star and planet indices are. e.g. interStarConnection starIndexA 0 planetIndexA 4 starIndexB 3 planetIndexB 1 spawnProbability 1.0 type "Wormhole" The star indexA is 0, which I understand. However, the planet IndexA is 4.
How do you connect wormholes between stars? I've heard someone say that for inter-planetary wormholes, you make a phase link when they're normal planets and then you change them to wormholes. However, no-one has mentioned a method for making inter-stellar wormholes.
Oh yeah, to add to that, the game needs to be polished a bit. It has the makings of a great game, but it has some rough edges that need to be smoothed out. Minor tweaks to most aspects of the game would improve it a great deal.
These have probably been said before, so I second them: - Much larger and stronger capital ships which are distinct and unique. Each one should have a super power which makes them very effective in a particular situation. - Optional micromanagement in battles, allowing the player to actually employ some battle tactics - A speed adjustment button like the one in Medieval II: Total War, allowing you to speed the game up when you're waiting for resources or ships to travel long distance
There are several capital ship mods, though I don't know if any of them make them larger. I do think that they are a bit underpowered though. A capital ship can be destroyed by about a dozen or two of light frigates, which is sort of lame.
Ah, I've managed to install it by only allowing one user to play the game.
Every time I try to install, it fails just as the loading bar for the 'Windows Installer' completes. An error message comes up but its blank apart from a cross icon. I've also noticed that as the install dialog box loads, there is a strange symbol, and the hard disk requirements are all in muddled-up chinese for some reason. Could anyone tell me what the problem is? I have a Nvidia 7600gt, Intel Core 2 Duo 2.4gh, 2gig Ram, 16gb free hard disk and am installing on Windows XP SP2 <