OK after reading and trying different things and deleting and reinstalling the game I finally got it to run. The problem was the instructions on the stardock activation page dont tell you to change the name of the file you have to plug into the stardock folder. (duh) In case anyone else is having the same problem as me (basically you arent really computer savvy and didnt notice this because you followed the instructions to the letter) here is how I g
SpaceThug
OK after reading and trying different things and deleting and reinstalling the game I finally got it to run. The problem was the insructions on the stardock activation page dont tell you to change the name of the file you have to plug into the stardock folder. In case anyone else is having the same problem as me (basically you arent really computer savvy and didnt notice this because you follow the instructions to the letter) here is ho
I have a hard copy of the original SoASE but I just purchased the trinity pack from Steam. I like Steam a lot and I am very happy with how it works normally. I downloaded and installed the game with no problem, but when I try to launch the game a Stardock Account Regostration page pops up asking for my stardock account email, password the the serial number from the game. I entered all of these things and it says registration fails. The
I agree that there should be different types of win conditions. I dont think a ranking system and ladder will fix anything. Most of the people that harp on ladders/ranks are stat whores that will do anything possible (use exploits etc) to win just to get high ladder rankings. Its a known fact that in most games with ladders lots of the people with very high rankings cheat. Also, on the other side of the equation, ranking systems and ladders bring out smurfs. People that are r
I havent posted in this thread in a while, and it has gone off the topic some because most of the people responding now arent really responding to the real issue I actually brought up in the first couple pages of the thread. While the game may have worked out well for you, there are other factors that DO make a difference in the outcome and the scenario I presented. 1. Martyr, you played TEC. TEC have a resource advantage over other races. I was playing Advent. I know you thin
[quote]In addition, there was the issue of a larger empire by default having a big advantage, making it very hard for a smaller to have a chance.[/quote] A smaller empire *should* have a very hard time competing with a very large empire. The very large empire should have a big advantage. This 'give the small guy a chance' design is seriously flawed. The smaller guy had his chance to develop just like the larger guy did in the beginning of the game. They both started with the same resour
Yeah, I hear ya. I only brought this up because I found the end game mechanics on huge maps to be very frustrating and they dont seem to be working the same way they do on smaller maps. What usually winds up happening is after you've knocked 2-3 players out of the game, you have to work extra hard to make any progress. I found it more reliable to just go and destroy enemy empire's systems and infrastructure but not colonize the planets because you dont have enough ships to stop him from attac
I would say maybe make unit cap scale in relation to population and have the upkeep costs as a percentage of how much of the cap you use. That way you arent paying fleet cap tax on ships you dont necessarily have.
So many people in this thread are replying with theory that doesnt work in real application. The only person thats actual seems to really understand the problem fully is Cyclometh, and I wager its because he actually has played a huge map, like the ones I've played and encountered the same problems. JaundiceDave wrote: [quote]I'm not sure why people think that farther planets make less money. Some tips: 1. CHANGE YOUR CAPITAL PLANET AS YOU MOVE ALONG. Only do this if
No, I do understand how the game works, you dont have to patronize me with simple mathematics. Once you reach the critical mass point, the guy with 10 planets is making 25 credits/sec true. But the person with 40 planets isnt making 100 credits per sec due to corruption and distance. His close planets are making 10 credits per sec, his outer rim planets are making like 0.1 credits per second. So when you add up the numbers the person with more planets is making less than the person with fewer
[quote]How exactly can't you make any income by having more planets?[/quote] Like I said, this is only a problem on large/huge maps.Its not a problem in small games like you are talking about having 10 planets, I'm talking about huge maps with 5-6 stars and 100+ planets. Once you get more than 20 or so planets, the further a planet is a away from your home system the more corruption it incurs. Even with capped civilian upgrades, trade ports and media hubs etc etc a planet
Over the past few days I have played a number of games with huge maps and it seems there is a flaw in the game design here. This isnt really a problem on smaller maps, but its a major issue on maps with 60+ planets. Once you reach the fleet cap limit, your fleet maintenance becomes a large portion of your income. As you expand your empire you reach a critical mass point where your empire's income goes into the red since your planets far from your home system start to become a drain on
I agree with the OP. Illuminator spam is OP especially when they are upgraded for range. PJI in their current state are kinda worthless. They should make it so unless you have a tech upgrade that overrides them you have to destroy the PJI to leave the gravity well. The fleet cap is really bad. On huge maps theres no way to defend against two enemies with the fleet cap since they can both attack you with a full fleet and you have to split your fleet in half which winds
I've been noticing after having played a number of games now that all ships target certain other ships in an order of target priority. Is there a way to disable this feature? The reason I ask is because often in large battles I will have all my ships attacking specific targets and then if the enemy player brings a seige frigate into the gravity well all my ships break off their targets and chase the seige frigate. Its kinda annoying to have to keep retargetting all the ships.
The game doesnt have any explaination of it in the manual. I see a record button, but I dont want to record a game and use up drive space if thats what that does. Most RTS games have an option to save replay when the game ends but this one does. Is it possible?
Maybe thats why the TEC kicked them out :LOL:
The rebels I fight are a major annoyance I hate them worse than pirates because they often come with 10-15 ships with multiple heavy cruisers. Thats *not* a weak force. You actually have to divert a lot of resources to fight them and they spawn like this at multiple planets. Rebels need a slight nerf.
Ok I've been playing on a huge FFA map over the past few days. Why do the rebels keep attacking all of my planets? My planets have high allegiance but every planet often gets attacked by small rebel fleets with about 10 ships that are a serious annoyance. I hate them worse than pirates. Its a drain on your resources to keep sending ships to fight the rebels (since they actually have heavy cruisers) and they always attack planets without garrisons with enough force to destroy
My problem on huge maps is the fleet limit. Once you gain enough planets (say 12-15) and you have reached you fleet cap, its really hard to defend all of your planets because you dont have enough ships to do it. What usually winds up happening is you get attacked on two fronts by two different enemies with their *entire* fleet, while your fleet is split in two trying to defend the two assaults and is outnumbered on both fronts.
I would like to see the ability to use more of the civilian/diplomatic side of the game as a primary strat instead of just military force. I would also like to see a tutorial that explains the blackmarket indepth. The one included in the game barely covers it and the manual doesnt really do a good job explaining it either. I really dont understand the theory behind the portion of the blackmarket where you can set your own prices.
Anyone????
The best thing I've used turrents for isnt at planets its at asteroids. Since asteroids are hard to defend against seige frigates, what I usually do is use most of my tactical slots on turrents at my asteroids. Build like 8-10 per asteroid. While they dont keep the asteroid from being 'killed' by seige frigates, they take a lot of time to kill and prevent the asteroid from being colonized until you can bring reinforcements to retake the asteroid back.
Bombers do 2x damage to LRMs. That is their counter. You can leave a carrier fleet at the edge of the gravity well out of their range and basically maul them with bombers.
They should just remove siege frigates all together and make it so capital ships have to bombard the planet. :p On the very large makes you can often encounter fleets of 35+ seige frigates with no way to kill them all before they destroy your planet's infrastructure. It would make the games a lot more interesting and make capital ships even that much more valuable.
I use them all the time. I play Advent though and they are more 'fighter' oriented since they get upgrades to the number of planes per squad etc. They may seem not that useful til you get a huge fleet of them. A fleet of bombers/fighters mauls stuff.