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I'm not sure. The AI will take advantage of your mod, but if the mod throws game balance too far from what the AI is expecting, it might not deal with it well. I doubt that this mod will cause too much of a problem for the AI, though it will cause problems with all the core ships which will suddenly have more empty space than they did, throwing off the balance. I believe the AI will update the core ships effectively, but I'm not certain.

1 Replies 4,945 Views

I've managed to get my Logistics into the low 80's by deliberately culture-flipping/invading whatever planet the AI built his Hyperion Logistics Centers on. Of course, this was on a gigantic galaxy with 9 opponents, any less and I doubt it would be practical.

5 Replies 6,538 Views

That was removed during Gamma and the Omega Fleet Defense got renamed Hyperion Fleet Defense. Was very confusing for me at the time And yes, it was my favorite wonder at the time.

11 Replies 9,972 Views

Right, dropping starbases from the current limit of 3 parsecs between them and 4 per sector will reduce the number of possible starbases to almost a quarter their current level. Personally, I like what starbases add to the game. I dont' think that there's "too much" micromanagement, but I can certainly envision a "constructor govenor" that would make things easier.

23 Replies 12,066 Views

Are these done using the default ship designer in-game or has an external application been used? The game wouldn't be as impressive if you had to use an external application to do these. Well, most of them, I'm pretty sure the Bird of Prey was done externally and imported, though all the rest of the s

764 Replies 1,035,522 Views

I'll agree that the metaverse needs some serious work, but I also think that there are no clear answers. I agree that the reason that longer games get higher scores is because you wind up researching more tech and have a higher population. It was that way in the GC1 Metaverse. Think about it this way. Which is harder, a Military victory or a Tech victory? If you gave a one or the other answer, you were probably wrong, because i

77 Replies 49,290 Views

Agreed, this has already been beaten to death in other threads. In summary, the two biggest issues are: 1) The development resources are not trivial, and it would involve design changes to the existing ship components, which whether you realize it or not will affect those of us who aren't interested in tactical combat as part of GC2. GC2 is not Stardocks focus for 2006. If any one game is going to be the focus, it would be Society. Howev

63 Replies 55,962 Views

Not really. The combined stats are just to give you an idea of the strength of the fleet. Each ship still uses its individual attack and defense ratings in combat. The purpose of a fleet is to allow for more than one ship to attack/defend at the same time. For example, if the enemy has a ship with a 6 attack, and my best ships have an attack of 4, one on one, my ships will lose, and I can only hope to win by sacrificing a ship or two to w

3 Replies 3,164 Views

My usual research line is to research missiles to the third of the second type (arg, can't remember, what comes between stinger and harpoon?). This feels like the shortest path to a 4 attack on a small hull and still have some room left over. After that, I'll research the defense to the most commonly used weapons, and upgrade my 4/0 ships to 4/2 After that, I'll research Harpoons, upgrading the 4 attack to a 6 attack, and then re

5 Replies 5,370 Views

The best defense is always the one that best counters the people you fight. I find that early on the AI's will usually go for missiles as their primary weapon, so I always make a point to have some chaff/ecm researched or traded for. The differences in cost, research time, and average affectiveness is nothing compared to the degredation you get from using a non-optimal defense, especially later in the game, so that doesn't change. Keep an

2 Replies 3,480 Views

Each component has two factors in it's size. A fixed size, and a percentage of the total hull space. As you get into higher tech weapons and defenses, the fixed portion becomes more significant than the the percentage, but early on, the percentage is at least as significant, especially on larger hulls. Also, splitting your defenses between different types is debatable (I do it often but not always), but splitting your weapons between two o

17 Replies 12,602 Views

Hey, eventually the spearmen will get *someone* on top of the tank, and when he opens it up, look out! Pointy spears of death to everyone inside! Wouldn't work, those hatches lock from the inside. And yes, under normal combat conditions, they are locked up, it's not something the crew would have to d

25 Replies 19,654 Views

O.K., as someone who has played a lot of GC2, let me explain a few things you might be overlooking in your "defense is useless" analysis. 1) Defense is smaller than offense once you get out of the starting techs. In my current game, I can build a 9/0 ship on a small hull, or I can build a 6/6 on the same hull, with roughly the same amount of research in each tree. 2) I didn't waste much research, most of the techs are techs I

100 Replies 48,475 Views

want a "former 1st place"-badge in line with the "former top-25"-badge. same for 2nd and 3rd place maybe. so I can play modded games or not play that much (when work/college starts again) and still have a medal telling ppl I was #1 once Me too, I wonder why? <img src="smiles/Smile.gif" border=0

59 Replies 39,494 Views

I like it the way it is. Right now, I might only need Point Defense II on one ship, but because size is more of an issue on a different design, I might have to wait until Point Defense III on that design. I usually go through less than 10 combat designs in a game. a 2 attack, a 4 attack, maybe a 4 attack 2 defense, a 6 attack/6 defense, and the rest will depend more on which way the AIs are going with their ship designs.

23 Replies 19,599 Views

Invasion tactics: I'm pretty sure it makes the tiles totally unusable. Manufacturing Capital: As per the devs, it's supposed to work that you can only build one, but any that you capture will still work for you. What I've seen in practice is that if you gain one and haven't already placed your own, it won't let you place one. Population: Population is in Billions. And on a related note that is also wrong, a megaton of food feeds

1 Replies 4,304 Views

I generally make my smaller planets either economic or research centres. Better off going with research, since it doesn't depend on population, but economic does. A class 4 planet is going to cap out with a population of what, 2.5B? That's only half the population that the colony will provide food f

15 Replies 20,321 Views

Protip: Upgrade starbase weapons and armor before you install other modules. You never know when you'll find yourself at war with someone. Generally agreed. The first Starbase Fortifications tech is cheap, and turns starbases into something virtually untouchable at that stage in the game. Sometimes,

15 Replies 20,321 Views