Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

Mainly, how come at some mid-point in the game, several of my planets begin to show totals of ZERO for Social, Military, AND Research production at the top of the screen and everything that's being built says it will be completed 'NEVER'?? I tried adjusting different sliders, lowering taxes, etc...I have developed the planets..b

6 Replies 10,136 Views

Every starbase projects a base influence in its area of effect. However, if you upgrade that Influence Starbase, you can get some 250%+ of that effect if you add in all the necessary modules. The influence modules that comes later on are significantly more powerful than the first. Considering the ever increasing cost of starbases (the more you have, the more it costs), it is better to fully upgrade these things for their full effect. If you overlap sev

5 Replies 9,424 Views

Actually, it would probably best if they just use the current model, but copy the battle options from "Reach for the Stars!". Basically in that game when two fleets meet up, during each round of combat, you get to select your tactic: Short, Medium, Long Range, or Retreat. Then, whoever has the faster engines get to use their tactics. So if you chose short range, and he chose long range, but you are faster, the combat will happen at short range. This go

10 Replies 12,878 Views

The argument about graphic cards and pcs slowly topping off is definitely true. Five years ago, when the PS2 and Xbox comes out, people expected the PC of today to be pentium 6 pushing 8000 Mhz basing upon the changes from the previous 5 years, but that obviously hasn't happen, nor will it any time soon. The 'rapid' developement of the PCs have slowed down to a crawl from its earlier days, and now people are just releasing minute upgrades as opposed to

35 Replies 21,022 Views

1) Hit point (hp) and repair modules. Example ship A has 16 space, 6 hp, and 100% repair. Adding a 4 hp, 4 space, 20 credit module and a 30% repair, 2 space, 15 credit module. Ship A now has 10 remaining spaces, 10 hp, 130% repair, and costs 35 extra credits. While this seems like a nice i

7 Replies 4,544 Views

Wow... did you just fell off the face of the earth during the whole 'why no multiplayer' discussion? Seriously, do some research before you talk. If you HAVE to have multiplayer to enjoy the game, that's fine, but telling others to throw it in the trash? Why the hell should we, when it's pretty damn obvious when you haven't even tried playing the game yet...

15 Replies 8,076 Views

No, there is a bug, very easily produceable, when if you select the difficulty first, and then add more AI, the new AI's will always be fools. Just set up a 4 player game, crank the difficulty to tough, and change it to 5 opponent, and check the last AI, and you'll see. Not really a bug, I suppose, but I think new AI being added in should have its intelligent match that of the difficulty instead of defaulting to 'fool'.

4 Replies 3,516 Views

My point is that there are ways of making your documentation that don't take hours or days or weeks to update. Charts, tables, etc, can all be generated dynamically from the actual .XML that the game reads. The on-disc manual can be accurate up to the minute on changes in code (requiring either that there is a system for extracti

44 Replies 84,806 Views

what happens if there is no military project along with no social project ? the military money is not spent when there's no project built but what about that social money ? thanks. You aren't charged for it if you don't build anything. In this case, that planet would just be charged for mainten

148 Replies 171,616 Views

have a question. In understand the mechanics mentioned above for the most part. What I'm confused is the ratings you get upon discovering techs. +10 military, +10 social. What do these values represent and where do they filter in to the equation? Do you spend credits on these values? Are they Galaxy wide? For example. Lets say I have a planet with 100 social produ

71 Replies 86,090 Views

.... after a long and bloodied conflict, with the Yor on the verge of victory, the Galaxy collided with another that you are about to make and all was destroyed. - The end.

4 Replies 5,176 Views

All Spearthrower said is very good advice (although he did say he upgraded his starbase), and yet I find it very odd that your 35 planet empire gained a net of 530BC with an economic boom and you said you have lots of econ planets. Usually I can pump out over 2000BC per week during events like that, and I never play on gigantic (takes too long), so I only have around 20-30 planets max. The only thing I can think of is why the heck are you using advance

8 Replies 24,011 Views

I was wondering if anyone felt the same as me in that combat should be changed somehow. Right now, you roll a number between 1 and your total attack. The defender rolls between 1 and it's total defense. (I've been trying to find the details for multiple types of attack vs multiple defenses, but that's the basic combat system). Th

20 Replies 15,570 Views

Unfortunately, the Starport is the only building you can't 'upgrade' since there is code that detects it so that a planet can build ships. Capitols, however, CAN be upgraded, I've modded to add republic, democratic, and federational versions of the colony center. The only problem I see with it is that if I add a sensor bonus, it would actually affect the entire civilization, rather than just that planet alone. I'll try experimenting to see if I can get

8 Replies 8,270 Views

They USED to pop up randomly. However, it seems like the 1.0X update killed it. I'm not sure if this was a bug fixed or a bug that popped up while fixing bugs though. I definitely agree that anomalies SHOULD pop up randomly, since they give an extra dimention of randomness to the game that makes things interesting. Although I must admit, the power of the anomalies meant that I usually find myself shooting all the other player's flagship as soon as oppo

10 Replies 13,772 Views

Moving the ship until its movement points are gone, or doing anything else to cause it to lose focus (guard, spacebar, etc), will cause the other autopilot ships to merrily continue their routine and bring back thy hallowed TURN button. I believe this is an option in the option screen. Something along

350 Replies 159,807 Views

Try your luck on the tough dificulty (AI all on intelligent). The 'fun' in the game is usually when you get challeged and over come it. Playing it at normal is just playing a disabled AI with a barely functioning economy. It is intended to help you learn the game. Since you obviously already know how to play it, I suggest you take it up a few notches. Granted, there are still some things that needs working out (Culture domination is just way too easy),

22 Replies 11,630 Views

I agree a simple square formula is not really a good way to promote large colonies but when you take into account all the expenses associated with many small colonies, you still can't just colony rush. (especially on large maps) I'm not really sure how you can say this, I colony rush all the time on l

148 Replies 171,616 Views

Starforce sucks, I hate it, but if the game is good I'll just buy it and grab a crack and then remove Starforce. It's been my policy since Space Rangers 2. It's kind of silly when you think about it, since the pirates are the ones that actually makes the cracks. Starforce and their kind is basically the reason why these guys exist in the first place. Then again, I suppose it's a circle of life kind of thing for Starforce. As long as they can convince p

40 Replies 123,178 Views

Easily done, mod the major race into the Snathi. You want an evil militaristic Snathi? mod the Drengin into them. The Yor seems like a good candidate for the Dark Yor. Although giving them the same bonuses as the old Snathi/Dark Yor would probably mean they will slaughter everyone (minor races have ridiculous bonuses because they can only have one world). If you don't believe me, conquer a few worlds and give it to them. Soon, they will be enslaving th

9 Replies 13,237 Views

I can confirm that this is happening too. It was a new game started after patching to 1.1 Beta When browsing, it lists it as "Never". After you add it to the queue, it shows a long build time, e.g. "16 weeks". But exiting planet screen and immediately coming back to it, the figure corrects itself to "4 weeks" </TABLE

350 Replies 159,807 Views

Yeah, this was a known bug, the path calculation crash. They added the abort to try to prevent it, but from the looks of it, it isn't quite fully working yet. It's odd though, that the 18 move is the factor. Many games, when I design ships that move 25+, the ships would just stop halfway during a move even with a bunch of moves left. In order to get it to move again, I have to click again, or end turn and the auto-pilot will repick up the route. This h

5 Replies 8,181 Views