For the time being, I have lost my interest in this game, and I don't think I'll come back to playing before the AI is significantly improved. As so many others, I find the crippling level too easy, and masochistic too difficult, because of the insane bonuses the AI gets. However, this morning I had an idea how the AI could be improved to pose more of a challenge even without bonuses to it's economy. I am not a computer programmer, so I don't know if this is easy to do, or even possible, but I a
Mr Simpson
I have noticed the same thing and hoped that it would be fixed in version 1.11, however, the problem is still there. Does anyone know if this has any effect on gameplay, and if it will be fixed in 1.2?
I have updated the game from the basic 1.0 version for the first time today. Truth be told, when I posted this question today, I expected that you would tell me "yeah, this was a bug, but it was fixed with a patch over a month ago". So I am disappointed to hear that it still persists in the updated version...
I have recently noticed two very irritating production bugs. The game sometimes doesn't recognize a newly built factory on a planet, the number of production units just stays the same as before. For example, in my current game (it's very early on in 2225), I was building a basic factory on a colony, and just when it was completed I discovered xeno industrial theory, or whatever is the name of the tech which upgrades basic to "normal" factories. Anyway, I had an upgraded factory on a colony, and
In my last game I had a class 11 planet as my manufacturing capital, and a class 15 as a technological capital. When they were both fully developed, my manufacturing capital produced more research then the tech one! After fully developing a planet and moving the social slider to 0 and concentrating the planetary production to reaserch, I had more reaserch units on the class 11 then on the class 15 science capital. So, does this mean that the best thing would be to put the tech capital on the sam
Anyone? What do I need for the spin control?
Build the spin control center on a planet What technology do I need for this? And if I understood correctly, that spin control gives bonus only to the ships in orbit of the respective planet. So, the moment I move those ships out of orbit to invade someone, my military rating will drop again. And I
On my computer, after I load a saved game, nothing is being produced anywhere in the galaxy in the first turn after loading a game. The production graf shows it, every time each race's production drops to 0. Not even the date changes, but the turn is there, the ships can move in it. Did anyone else experience this?
And one more thing. I read somewhere that ships which raise military rating the most, aren't necessarily the most effective for real combat. But I don't know the difference between these, nor the reason why it is so. Help appreciated.
I've found two threads where the issue of military rating is discussed, but I still don't see a way how to sufficiently raise it. I play on challenging level, and in early 2228 where I am now, I have been at war with Drengi and Yor for almost a year now. I am winning both wars. I took 5 planets from the Drengi (planets that were in my back yard) and I am preparing to capture a rich border world from the Yor. I have a fleet of some 30 good small ships, and some 10 good medium capital ships. But i
I think the planetary invasion ratio is backwards. As English is not my first language, I don't understand what you meant here. You can't invade into an area that has far more troo
I am playing as the humans. The war is going on between me and the Drengi. We are roughly at the same tech level, and I have somewhat better ships, so it's not going so bad (even though I am a new player, and I play on challenging). Anyway, the problem is that the damn Drengi have just occupied one of my planets. During the battle, I saw that their "soldiering" was something like 25, while mine was about 5 (don't remember exactly, but his rating was fa
OK, this is an another newbie question. Drengi have just declared war on me, and I have a big problem with visibility. Since this is my first war, I didn't pay much attention to the sensors so far, I thought that some planetary sensors should take care of my back yard and ensure that I see what's going on. Big mistake. Now I have the Drengi appear out of nowhere, and they've just destroyed one of my economy starbases. Anyway, I wanted to see what
Thanx, got it. I didn't know that it was possible to check the ship stats in negotiating screen.
Maybe this is a newbie question. I created my first battleship, it's still very early in the game, so the ship has beam attack strength 1, and missile 2. However, when ship is in orbit of a planet, it is shown that it has beam attack 2, and missile 3. Is this a bug, or a bonus that a ship receives when in orbit? If the letter is true, then how can I know the real strength of enemy ships?
I think that I'm getting closer to the configuration I want. I'd like to hear what you think. First, I think I'm going to play on a huge map, against five races. Huge map has 144 sectors which, divided with the number of players I put in the game, gives an average of 24 sectors per empire. Gigantic map has 256 sectors, so if you play against nine races, it means that, theoretically, there are 25,6 sectors for every empire. So, these two configurat
What about the number of stars and habitable planets? And what about the technology rate? I saw that some people complain how tech is too expensive, so, is it a good thing to speed up the tech rate when starting a new game?
As a new player, I am experimenting with this. I play a game in a gigantic galaxy, against nine races, with scattered stars, and everything set to "abundant", including habitable planets. At first, this looked like a nice thing to do, but after some thirty turns I saw that over a hundred planets in the galaxy were colonized already, and I assume that the number will climb up to 500 or so. That really makes a game painfully detailed! I like games w
Thanx!
Something is not right here, and I don't know what. I just started an another topic on this forum, and even though I can find it on "my posts" list, it is nowhere to be seen on the forum itself! I don't get it. Anyway, since it is an important question for me, I have no other option but to repeat it here. On pages 29 and 30 of the manual, it is said that when a certain planet doesn't produce ships at the time the number above the shields wil
On pages 29 and 30 of the manual, it is said that when a certain planet doesn't produce ships at the time the number above the shields will be in parenthesis, representing that military isn't draining bc from my treasury. OK. However, manual also says that the same goes for social production (if nothing is being built on a colony), but it doesn't work that way on my computer. Social production hammers always drain bc, whether something is being produce
Hi, I am new to the forum. Two days ago I posted a topic but it didn't appear anywhere on the forum so this is a test post, just to see if I can access the forum or not.
How do you issue an order to spy on a minor race? I found no way to o it, and without it, I don't know how much influence I need to win them over.