PeskyFly

PeskyFly

Joined Member # 2912009
0 Posts 3 Replies 18,018 Reputation

IP? What's that? For me, MP = Manufacturing Point, SP = Social Production Point, RP = Research Point, BC = Billion Credits. But what's IP? So you pay 1 bc for each MP an asteroid mine turns out, and then when the depleted MPs reach the planet after beaming, you pay 1/2x times the depleted MPs. Is that what you mean to say?

22 Replies 11,716 Views

What free tech? - they need only one tech to conquer all planets, - then need to research only one extreme environment to have most planets at 100%, Aah... I see. Instead of researching a new extreme colonization tech on finding an aquatic/volcanic/high-G/barren world, instead you research Spore Weapons, research toxic world techs, park a Spore Ship next to said planet, wait for the hapless AI to come along, and kill their

12 Replies 9,544 Views

(Citizen)MystikmindSeptember 13, 2007 21:23:18Reply #93 The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered. I have never seen a 'natural' 32 planet, not without some kind of random event occuring. Well now that i think of it, a random colonisation event can boost a planet by a certain

100 Replies 42,210 Views

Are Spore Ships worth it? All they give you is a population-saving, fail-safe method of capturing planets. You don't have to research Planetary Invasion, but then you have weak troops, no Orbital Fleet Managers, and no Troop Modules(which means no shuttling population). You still have to research Spore Weapons, however. Also, unless you want to turn those captured planets into research planets, you need either Extreme Colonization's toxic world techs(for an industrial planet) or Planeta

12 Replies 9,544 Views

the nice thing about them is they are bonus production so they cost less. AFAIK, you pay full price for any MP generated on a planet and half-price for any MP generated off of a planet. That way you pay full price for: -Factories of all kinds. -Initial Colony/Civ Capital. -Manufacturing Capital. -Powerplants of all kinds. -Bonus tiles with a factory on them. -Artificial Slave Center(evil only). And you get a 50% off

22 Replies 11,716 Views

So without Alliances and the UP law, Economic Starbases only help trade routes established by the race that owns them? Also, will weapons from the original freighter get carried over to the minifreighter if the UP doesn't pass the armed freighter law?

51 Replies 107,136 Views

The survey modules appear too late in the game as it is IMO, by the time I can build one there isn't a parsec not explored and emptied of anything useful by me or the AI. No they don't! All you need to research is: Xeno Research -> Stellar Cartography -> Sensors which comes to just 145 RP. Most races start out with Stellar Cartography, so then, it's just 100 RP of research. That's hardly anything. I think it's beneficial to res

24 Replies 11,923 Views

Of course I haven't! My Gold Edition box is yet unopened, I have one more exam to go before I can finally open it. I expect to be stuck on it for hours once I finally install and update the game, and I only got the game 11 days ago. 4 days left. So do minifreighters keep the hull size and HP of the original too? Does this mean that it's possible to attach trade modules to huge-hulled dreadnoughts and have powerful dreadnought-minifreighters on your trade routes, with which you can later

18 Replies 14,221 Views

That's a lousy way to calculate how powerful a ship is. I think they should add up attack, defense, and HP and then divide the total by how many logistics points that ship takes up. The Eclipse design looks sleek and fast, which is what I want my medium hulls to look like. The Eclipse appears to use the same hull as the Altarian Resistance Flagship, but the Altarian Flagship's hull has different colored cockpit glass and lights. However, I hate the Altarians' cargo hull designs

106 Replies 367,429 Views

here's how it works. the trade modules on an SB affect all of your trade routes AND any trade routes headed to one of your worlds - only while the freighters are in the SB's area of effect - so alien SBs still boost your trade routes, as long as your trading with the alien that owns the SB. without a UP law though, industry modules will only affect your planets. when you get the UP law, it's as if the st

51 Replies 107,136 Views

Arming the original Freighter won't mean that the minifreighters on the established trade route get weapons too... or do they?

18 Replies 14,221 Views

I looked at that kill-ratio post-victory screen and... what the? The Terrans' Most Powerful Ship is a Space Miner. The Korx's is a Freighter. The Torians' is a Colony Ship. And the Korath's most powerful ship is a... Constructor? Didn't these races militarize? Or did they bolt weapons on to utility ships and call them a military? And the Drengin actually scored a kill with a Freighter! This is really weird AI behavior. The Rebel Eclipse looks awesome. I'll be using tha

106 Replies 367,429 Views

That sucks. So I guess you can't hit Hyperion Fleet Defense, Omega Defense System or Hyperion Logistics Center either.

32 Replies 15,540 Views

So... do spies affect Trade Goods, Super Projects, and Galactic Achievements at all? Will dropping a spy on an Orbital Fleet Manager or Hyperion Fleet Defense cause a planet's defense fleets to crumble? If it can work on a farm, it should work here. Also, is it possible to destroy an enemy colony by attacking all it's farms and it's Initial Colony building with spies? Or does some minimum population survive?

32 Replies 15,540 Views

Alright, everyone, quote your favorite tech descriptions! Mine are: Xeno Farm Construction: " Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY... " Supreme Miniaturization: " Remember how we said that the previous, incredible miniaturization technology was the best? Well, we lied. We do that you know. We lie. There's always something better

109 Replies 35,426 Views

So, Today I actually read the page while creating a medium-hull Quantum Torp-based design, and checked the graphs again. Iztok, you're right about the Psyonic Beam being an easy-win weapon. It turns out that the only advantage that non-evil beam players get is that, while a missile player is using Quantum Torpedo 3, the beam player gets Doom Ray, and the missile player has to research Positronic Torp, Positronic Torp 2, and Black Hole Eruptor before regaining superiority. <

31 Replies 30,587 Views

" Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY... " Yep, that's your silly tech description. But then you also have serious tech descriptions like: " The Arnor are long gone, but this once vast interstellar empire has left some traces of its existence. We managed to find a vault on a distant moon that contained a vast amount of a material that looked like

109 Replies 35,426 Views

^And yet their ridiculously pointless to build yourself. Troop Transports get destroyed anyway during invasions, so why spend money to put weapons on them?

13 Replies 8,438 Views

Read the Official Carriers/Planetary Bombardment sticky thread in the Game Talk forum.

6 Replies 7,753 Views

Ship Yards- Space Stations that can build ships Here is how they would work: You build a ship yard with a constructor. Once it is built, you can assign the military production from planets and asteroid bases to the ship yard. The more planets sending resources to the ship yard, the faster the ships can be built. Why I want this: -It doesnt make sense to me that huge ships are being built on planets. They should be built in space with planets

7 Replies 7,818 Views

Sometimes the AI gives their ships/classes specific names, in alien languages, often containing apostrophes. As for hull sizes, here's what I know: Tiny - Fighter, Scout Small - Heavy Fighter Medium - Frigate Large - Battleship, Cruiser Huge - Dreadnought Cargo - Colony Ship, Transport, Freighter, Constructor Apparently, sometimes even those cargo utility ships are found flying around with weapons on them.

13 Replies 8,438 Views

Add Life Support modules. To get better, smaller Life Support systems, research this tech line: Xeno Engineering -> Basic Logistics -> General Life Support -> Extended Life Support -> Advanced Life Support -> Ultra Life Support Researching these techs will also add base range to all your ships. The Hyperion Re-Supply Center Super Project also increases range.

10 Replies 9,490 Views

8-Frigate M3-12 3342 I don't know what the '8-' means. 'Frigate' means medium hull. Fighter is Tiny Hull Heavy Fighter is Small Hull Frigate is Medium Hull Battleship is Large Hull Dreadnought is Huge Hull 'M3' means Mark 3, or the third frigate design that AI has created. I'm not sure what '-12' means but I think it means that that ship is the 12th ship of it's class. 3342 probably means that

13 Replies 8,438 Views

It ocurred to me that I simply cannot grasp the appeal of this genre. You have to either be extremely smart (which I am not, and I suck at chess, so that should explain a lot), I was always rather good at chess, but not great at it. It's not THAT complex on the board, actually, but in the abstract. It's about depth of thought, planning, patience, proactiveness, timing and, wherever you can use it, psychological warfare. <div class="Article_Quote

28 Replies 18,322 Views