Steevo's idea sounds like it could turn out pretty good. If an empire allows another empire to build on it's planets, it would get a small boost to planetary economies, while at the same time making it easier for that planet to become assimilated by the other empire. You could burn down these influential improvements if you didn't mind taking a blow to local economy, diplomatic relations, and maybe getting a few evil-points in the process.
Machina
I've had the game lock up on my a few times now. It always seems to be an enemy ship that does it, and it happens when a ship attacks or tries to attack one of my ships. Destroying the ship before the end of my turn usually prevents it from recurring.
I got to a point in the game I'm playing, where the game would freeze while doing the end-turn routine. I thought it was just taking a while at first, so I went and bought groceries, and shopped at a bookstore. Came back, and it was still there. I tried quiting/reloading a few times, but it always got stuck at the same point. It appears to have been a certain Drengin ship, since the turn ran fine when I destroyed it. I've got a savegame from before that ship was destroyed if you want it.
I like the idea of colonizable asteroid belts. Maybe make them a bit different from planets, in that they start significantly lower in habitability, but with a series of expensive social improvements (and the tech to build them, of course), they can grow to be better. Maybe have a high-tech ability to canablize an unihabited planet or two in the same system to turn the belt into a high-hab ringworld.
The bottom ship can be selected, it's just a bit difficult. You have to click right near the very top of the box, just below where the bottom of the area you would click to get the ship above it.
It, and most other in-game sounds seem to gradually turn themselves off for me. It's not all at once, but it seems to be just one at a time. Quiting and restarting the game usually fixes it.
Here's my contribution to the 2B bug list; When using the purchase screen, you can exit out of the planet screen without hitting accept or cancel. When I went to another planet, the window was still open even though the ship being built would not have ordinarily displayed the button (the ship would be finished next month). The screen displayed negative values for the first option, and what I assume are maximum values for all the other options. Took the negative, and I made some cash. Ma
Like Lucky Jack said, early colonization is very important. I turn my spending all the way up right at the beginning, and I usually buy as many colony ships as I can afford at the longest lease price. You're taking a blow to your early economy, but the gains should outweight the losses. Trade with the minor races to help out your economy. I sell my techs to them at 10 credits for 28-32 months. With several minors to trade with, you can sell techs multiple times and usually net 600-900
I play with all smart opponents. I have no trouble winning. Haven't tried it with genius opponents yet, maybe next beta.
"I don't think that they SHOULD trade planets unless you are actively destroying them, and even then they should only trade planets for a peace treaty... " That's more or less what I was thinking. They should trade planets for peace (which I haven't been able to get them to do yet), and in large galaxies, they should be willing to trade a planet for large amounts of cash/techs/trade goods. That should only be done if they have a good number of planets, and be much more expensive than pl
I noticed that in the previous version. It became too easy to win by trading all your techs for all their planets before, so it looks like they made them almost completely unwilling to trade planets at all. I did manage to get them to accept it once when I suggested a trade of ten or so planets for one of theirs. I'm hoping this was just a temporary fix to remove the easy tech-trade win, and they'll go back and make the aliens more reasonable when trading planets later.
I noticed that in the previous version. It became too easy to win by trading all your techs for all their planets before, so it looks like they made them almost completely unwilling to trade planets at all. I did manage to get them to accept it once when I suggested a trade of ten or so planets for one of theirs. I'm hoping this was just a temporary fix to remove the easy tech-trade win, and they'll go back and make the aliens more reasonable when trading planets later.
I noticed that with a minor race, after selling technologies to it a few times, it's amount of money went from about +3000, to a negative six million or so. Looks like an overflow, but it's money supply stayed in the 3000 range up until this point. It's happened in multiple games of mine. I usually ask for tributes lasting around 30 years, so that may have something to do with it. It doesn't affect gameplay, as they're still just as willing to trade for the same prices. I haven't tried this with
I have no problem coming out on top in research. If you're having problems, make consider increasing how much you spend on research. Fiddle with the sliders to make sure you're getting the most money out of your colonies, and consider increasing your spending rate on research. The anomalies made it too easy before to race up the tech tree.
100 turns seems like a bit much, but 25 or 50 sounds about right. I think that the AI for major races should never trade away its homeworld. Also, how highly they value their items should be somewhat influenced by how much they have total. That should be for everything (ships, cash, etc.) not just planets. And one bug I forgot to mention before: When a race has a negative credit balance, they're willing to give you tons of money that they don't have. I got 15000 credits off t
I just finished a B2 game. I sent out my survey ship to collect anomolies. Since I know what the research anomolies look like, I always switched to a difficult to research tech just before picking it up, then switched back to the original tech I was researching. I had half my points in research, so I was able to climb the tech tree very quickly. Eventually, I was able to buy all of the other civilizations and minors in the game, by giving them all of my techs. Since they were gone the next turn,
Clarification: I didn't try to speak with the drengin using the 'speak to' button in their systems before I made official contact with them.
The game looks pretty nice. I haven't had the chance to play it to much yet, but what I've seen looks great. I've noticed a few issues in my brief experience with the game. You probably already know about most if not all of these, but I figured just in case: - I saw the Drengin planets a good number of turns before I could speak to them. The speak to button appeared in their systems, but they weren't on my diplomacy splash screen. - Clicking on a planet occasionally lowers the displ
It's nothing like Earth and Beyond. E&B is a MMORPG, this is a turn-based strategy game. Currently, there is no multiplayer component.
It seems to be running more sluggishly than previous versions for me. When I click on Stellar Frontiers, it and GalCiv disappear for several seconds before reappearing with SF selected. Other than that, it seems fine.
I'd still like to see some improvement on colonies neccessary before being able to use them as a resupply point. It would work well with starbases, I think, and would add to the strategy of the game.
The game's looking better with each build. I like the new ranges that were put in this build, but I don't think they have as big an effect as they should. I usually play on the smaller maps, so this may be part of the reason. I've noticed that different ships have different, set ranges. I'm hoping this was only as a temporary thing until the range technologies are in. The ships should all have the same ranges, with a few exceptions for ships that have extra fuel tanks or whatever(surve
Tried to replace the drengin.exe file, still don't see the update. I think it may be a problem on their servers. I was trying to redownload the whole game before the 1Z came out and I kept getting script errors for GalCiv and Stellar Frontier.
I agree with Dave0. Get us a newer build, and I'll be happy to wait an extra couple weeks so beta 2 can have starbases. They sound like they'll become a major part in any strategy in the game.
After I conquered a few other races, I started getting a bug whenever I go to the trade screen that crashes me back to the desktop. Here's the debug: Debug Message: ******* Starting Game Shell ******* Debug Message: Going Fullscreen Debug Message: RGB in format 5:6:5, Masks reported as f800:7e0:1f Debug Message: Unable to create Video Memory Canvas. Creating System Memory canvas. 1 Debug Message: Now Fullscreen Debug Message: Shell initialization complete