Dirty mind ? Ask those two what they were doing on the battle spacefield [e digicons]*_*[/e] That's how you make baby ships strike crafts ?
Kellmar
[quote who="highlander" reply="10" id="2086099"]The French have taken over!! Run! [/quote] Aren't the French the ones supposed to run away ? [e digicons]:|[/e] ? (J'suis français, pour info [e digicons]:P[/e] )
Something like satelites, to keep an eye on the darkest corners of the universe. No engine/movement, no weapons, light if no defence, low maintenance, high sensor range. For now I use tiny/small hulls with sensors (when I don't get the EotU) that take forever to reach their destinations, or sometimes eco sb with some sensor modules. I feel it's a bit "too much" for that role...
The fact is that minor races have a "Civilization Capital" like any major race on the 1st tile of the 1st planet. They don't have any influence but you do. So when you invade their homeworld, you get the bonus from the capital which is quite strong compared to the one from any colony.
IIRC, in CG1, a turn would last a month.
Spam, anyone ? ?
[quote who="CaptainYar" reply="8" id="2028906"]I just can't wait so that we can start the "what do you want in GC4" thread. [/quote] We keep some ideas for the "what do you want in the GC3 expansion(s) ?" threads [e digicons]:|[/e]
About cloaking devices : Cloaked ships would be seen only at closed (sensor)range. For example, a ship would "see" a uncloaked ship within 5 parsec, but it would see cloaked ones at a fraction of its sensor range (1/6, 1/5, etc, with some tech to improve that) About moon : Those natural satelites could get some specifics buildings (starports to build ships out of atmosphere, moral boost improvement - Lunaparc, anyone ? - etc...) Do som
\o/ Yeah ! [e digicons]:thumbsup:[/e] !
Some quiks ideas : - Food sharing among planets. Would make the +300% food production worthwhile (and some of the +100% too). Make an "internal trade route" with small transporters to move the food from one planet to another, and with an effectivity reducing with distance (like asteroïds mines beams). There would be a branch in the tech tree to improve max distance/quantity/loss/etc... We make dedicated planets for eco, production, research. Why not food ? - Ship
As a proud owner of both X3:Reunion and X3:TC, I'd say that TC is not mature. Yet. There are still some bugs to correct, some missions difficulty and rewards to balance, some scripts to add (need a Bonus Pack like Reunion), etc... X3:R (with the latest version of the Bonus Pack) is more complete. And I don't like the new interface & control of Terran Conflict [e digicons]#:([/e] (and give us back the BBS [e digicons]:\[/e] )
If you really hate sharewares, use 7zip . It unpacks .rar files (but does NOT pack them) and is as easy to use as Winrar. Distributed under LGPL licence (plus a specific one for the rar decompression)
There is no real need to build more than 1 farm per planet. A 18/20B planet is a crowded one, more and you won't have e space to build enought moral improvements. See this thread for more explanations [e digicons];)[/e]
X3:R is indeed slow paced. It's possible to skip the "trading" part of the game and focus on fighting, but it's still slow. X3:TC is said to be faster, making capital ships accessible earlier in the game (and said to have more capital ship to capital ship battles [e digicons]|-)[/e] )
Great ! [e digicons]:thumbsup:[/e] ! ** search for the phone# of a relative who works is a printing house **
There is a mega-event that makes everbody down. No logistic, speed down to 1, moral divided, etc... There is a new item in the research tree (something like "XXX cure"). Research it and all will return to normal. If not, well, it must be a bug [e digicons]:S[/e]
Anomalies do repop in TotA [e digicons];)[/e]
Since the Ult. Ed. installs Impulse along with the game AND the "update" buttons of the Ult. Ed. Launchers start Impulse AND the manual reads that updates are to be made using Impulse, it was safe to assume that the game was supported by Stardock and not Kalypso [e digicons]:\[/e]
I bet you've got an Ultimate Edition [e digicons]:|[/e]
IIRC, minors races come with their own planet, like any other major races (that come with their onw solar system). If you get the (mega ?) event "a new challenger..., heu, minor race has appeared", they will turn a PQ 0 planet into a PQ 15.
I think economics improvements are better than farms. You'll spend too much on moral improvements to make a high populated planet worthwhile. But with one, maybe two farms,you can get enough population that doesn't need lots of moral boost, leaving tiles for eco. You'll need a boost of population. Higher population means : - More taxes - More resistance to invasions - More influence - More tousism (=> more money), but i'm not sure of this <p
It's here ? Still I can't make Impulse to see my Ultimate installation (bought on amazon)
But this building can be victim of a spy [e digicons]O:)[/e]
Generic game designer answer : "When it's done" [e digicons]\o/[/e]