This is a good break from Civ4. The game is also very different. 1) What is up with the mining. There are "resources" out there on the map. If you capture them you get a bonus to your entire civ, just like resources in Civ4. You capture them by building a mining starbase on them. You can then use additional constructors to add modules to the starbase. This allows you to extract more of the bonus for your whole civ. eg: Military
greggbert
Actually I found 1.4 at gamespot.com so that's the answer. You can find it there too.
I need the latest patch but I'm not willing to install always-on applications such as steam,impulse, and stardock central. Please send link to latest dread lords patch (I dont have expansions.) Please do not reply unless you know the link to the patch or you work for stardock. I cannot be convinced to install memory hogger applications that are always on.
Bombers of course, and LRM's do the most damage to buildings. The Advent Illuminator tears up buildings IMO better than bombers. If you are doing a strike mission, Don't forget to kill ALL CONSTRUCTION FRIGATES while or after you destroy the structures. It adds quite a bit of rebuilding time especially on multiplayer.
In both SP and MP, I keep getting into these weird end-game battles, especially on medium sized maps. The scenario is that you have a roundish map, one single enemy left, you own about half the map and the enemy owns half the map. The possible conflict area is so large that you can't really bottleneck them, and everyone has so many resouces coming in that it almost doesn't even matter if you or they lose a planet or two. So the question is do you, at this point, s
Can I make a request to have the pirate ship names/types listed in the Frigates, etc sections?
Spammers are committed to a certain ship type and every ship type has a counter. As long as you know what they're spamming it's usually not a problem to beat them. Like you said sacrificing one of your planets to take three of theirs is usually a good trade.
I just use a swarm of cobalts and an Alkan (Colony cap ship). If I'm in a 4p ffa, I like to build the dreadnaught next and use it to bomb the weak opponent's home planet.
Flaks are great because they're cheap and they're good insurance. They're good for protecting against fighters, and good insurance if you want to go all heavy/cap. That being said they are very hard to use. I wish they had a close/guard command that would just force them to stick to your cap ship or your seige frigates like glue. My flak frigates are always wandering off when I want them to stick to my siege/caps.
I think they're just about right. I'd hate to see the pirates pillagers get any better at bombing.
1) An on-screen pirate auction timer like the kind they have on Sid Meiers Railroads when an industry is up for sale. 2) A quick double-click on an item in the nav menu (which is not supported) should actually zoom your view to the ship/planet/fleet as if you clicked the item once and then clicked that middle thing at the bottom of the screen. Currently double-click is non-intuitive. 3) Currently the fleet part of the nav menu is not very useful because when you expand it,
1) As far as I know you cannot destroy Gas Giant, or any other type of planet, only the colonies on them. 2) Your ships immediately move anywhere you tell them to, and will auto-target enemy ships and get into combat with them, but only AFTER they have completed your orders. So if you order them to go to a planet, they may enter the system, bypass all the enemies and go close to the planet, then once they get there, turn around and auto-target the enemy. The best way to avoid this
In the early game I max out the tactical, and load that choke point up with long range frigates. Both the AI and human players usually can't resist the bait of 15 long range frigates with no escort. If they take the bait, you can bring in more ships while they're chasing down your flightly LR frigates.
My start is * All mining structures * Three Scouts, set to auto-explore * Cap Ship Factory, then the Colonizer cap ship * Create fleet from cap ship * Upgrade cap-ships conolize ability and create bombers * Set rally point on fleet * Send cap ship all by it self to the nearest most valuable planet. Even if they have like 6 ships they're not going to destroy your cap before help arrives. * Create as many light frigate/disciples as I can and they will
1) Cruisers. Of course the assault and carrier cruisers uses are obvious but what about support and support/repair? Do support (increased friendly firepower) abilities stack? Do you use repair on defense, or just try to fight near a defense platform? 2) Light frigates. In the mid to end game what are they good for? I know one drains antimatter, but what about the other races? Sounds like they are more defensive beca
My favorite cap ship is the one with the colony ability, because it's a great ship for the beginning to middle of the game. It saves a lot of time not having to manage colony ships separately, it draws a lot of enemy fire, and it can be used in defense in a pinch. If the free one gets destroyed, however, I usually don't build another, unless it's very early in the game. The only thing I don't like is that the vasari version of the ship has that boring teardrop design.
I found an error on the Damage Types page. It says that Basic Assault (Light Frigate) is anti-heavy but the damage modifier for heavy is 25%. Should basic assault be anti-light? Also it would be cool to include pirate faction in the Frigates/Cruisers tabs. For example planet bomber pirate is called a pillager, I think.
The game already has so many stargate SG1 influences, I don't see why it would be necessary! There is hardly any difference between the advent and the Ori. At least I don't see one! Even their shipyards look the same! Also the Ori in SG1 used only beam weapons and their ships were white, and in the artwork the Advent have white eyes like the Ori priors.
OK Are you trying to tell me that the Advent isn't ALREADY a total rip off of the Ori? Everything about that race screams Ori, there is no way in unity that it's a coincidence!
It's a shame because everything else works so well when paused! Also I have other usability issues with the navigation tree around: 1) especially when trying to click on a fleet doesn't always work the frist time 2) scrolling to the top doesn't always work right (even when not paused) 3) The search results should tell you if a ship of that type (such as colony) was not found.
Oh god a troll thread. I bought this game and was proud to do so, just as I've bought every other stardock game including political machine, and I am a proud customer of a company that does not make its customers struggle with with "insert GAME CD" and starforce, etc... But there is so much overstatement on this thread. Unauthorized copying is bad because it can harm the copyright holder, but it is distinctly different than theft, wherein you deny someone else an item and instead take
1) There is a tech that lets you have more, longer routes between planets, that way they could take a route that you could not see.
You should post it to google docs, they have a great web-based spreadhseet http://docs.google.com
On version 1.02, I am having a problem when I restore a saved game midway through the election. The problem is that on reload my advertisements tend to switch states, switch type, and the costs are not correctly reflected in the assets screen. For example, I was on week 20 with a television ad in illinois about Support More Jobs, and a television ad in virginia about Support war on terror, and a radio ad in Colorado about war on terror. WHen I restored the game, it showed two TV ads in vi
Yay! Yay! Can't wait for the patch to come out for real!