Norfleet

Norfleet

Joined Member # 665801
0 Posts 7 Replies 75 Reputation

Being "stuck" with large quantites of DC isn't necessarily a disadvantage in the game. If you have a pile of the stuff, people don't attack you, which lets you dispense with a large military. Additionally, accumulation isn't really a problem: Resources which are abundant are already devalued in trading, so inflation keeps the DC pileup under control anyway: You have to pay more DC for something if DC has become inflated in the world. Sure, it might be useless in one ver

40 Replies 131,784 Views

[quote who="Silicor" reply="52" id="2822067"]Best melee system I've seen is Warmachine. It has a roll 2d6 roll + combat stat opposing the the defenders defense stat. If hit, damage opposes opponents armor value. This system has one fixed value and one random value with a fairly small range of values. You have to insure you have ways to handle very nimble opponents and heavily armored opponents.[/quote]That seems similar to the systems from the Dominions games, except t

259 Replies 775,818 Views

[quote who="Fuzzy Logic" reply="177" id="2822762"]It's strange, sitting here, not breaking the law. I'm perfectly happy and not missing anything...[/quote]I do not think it is possible to NOT break the law. For one, do you know what the law even is? Is a complete text of all of the laws available anywhere? No? Then how can you be so certain you have not broken one? Secondly, breaking the law is actually necessary for society to function. Did you know that the field manual for infiltrated spie

312 Replies 837,530 Views

I argue against the entire "Winner Takes All" concept because in practice, it produces several noteworthy distortions to strategy mechanics, none of which are realistic or necessarily positive. 1. Games are prone to dragging on anyway because an attacker cannot attempt an attack unless he is absolutely certain of overwhelming advantage. This means that you will get a Trench War where two sides face off against each other in a staredown, neither side having sufficient advantage to win

469 Replies 1,485,699 Views

[quote]About four weeks ago, Sins of a Solar Empire permanently damaged my monitor, and Stardock refused to admit that the game could have anything to do with it.[/quote] Wait, what? It permanently damaged your MONITOR? How is that physically possible? I've written programs designed to intentionally attempt to damage computer parts before, but fry the monitor? How? This, I want to know. Because I want one of those.

92 Replies 255,899 Views

I think this neatly illustrates the fact that the Metaverse scoring is simply irreversibly broken, as it gives the highest scores for completely meaningless nonsense. I personally believe that scores should count only two things: Time, and map size. The highest score is won by the fastest victory on the largest map. Period. Everything else means nothing and is purely a masturbatory exercise.

41 Replies 112,736 Views

Heh, what does it say? That's probably the ONLY time you'd EVER want to use one, really, if there's an end game message. Otherwise, I can't imagine a single circumstance under which I would want to use a Terror Star. The hideous expense of researching a technology that has absolutely no worthwhile application to anything else, so that you can create an item which similarly has no useful value that serves only to destroy your own real estate, seems rather dubious. Combined with the fact that the

48 Replies 48,021 Views

There seems to be a lot of weapon techs that are missing also. It's rather jarring going from quantum torps to Nightmare torps, which seems to have replaced BHE. There's kind of a HUGE power gap between them.

2 Replies 6,594 Views

I dunno if it's SUPPOSED to be this way, but I find it extremely jarring that the weapons technology goes from phasers straight suddenly to doom rays...and that's it. I mean, one moment you're zapping away with strength 4(?) phasers, and suddenly the next thing on the menu is DOOM RAYS at strength 20-ish? What's the deal with that? What happened to all the other weapons?

24 Replies 16,471 Views

I've never bothered with installing life support on my ships previously. Is this now critically important? I've never had a need to reach anything that couldn't be reached normally via the range given by colonies and bases. Anything so far out that it can't be reached is normally too far out for me to care about.

2 Replies 3,244 Views

Don't fleet noncombatants. If noncombatants are not in a fleet, several things happen: 1. They do not participate in the fighting at all, meaning if your attack goes pear-shaped (or even if you win), they neither lose move, nor are at any risk for destruction. 2. If attacked, the attackers will fight your battlefleet before they can attack your noncombatants. Should you fail to defeat the attacking force, the enemy must still destroy each noncombatant ship one at a time, paying one

7 Replies 7,697 Views

[quote]A sticky trap might also work - cover an area with overlapping military starbases with nothing but the -1 and -2 enemy speed modules.[/quote] Stickytraps work well in combination with the "wall of cruft". Not only will your enemy's ships be reduced to a single move, but it means their fleets can only kill ONE little piece of crap at a time....and you can replace them faster than he can shoot them down, so for every worthless POS he shoots down, 2 more take their place. [

19 Replies 11,628 Views

The target chosen to be attacked is normally, IIRC, the ship with the highest weapon to hitpoint ratio, with some adjustment for defense. However, I don't think that it evaluates the defense based on effectiveness by type, so if the other ships had high-defense, but of the WRONG type, they would have been evaluated as lower in crunchiness and thus disfavored. You should have used missiles.

7 Replies 7,697 Views

Turn-based epic wargames fail at multiplayer, anyway. How many people, exactly, can you find to sit through an 80 hour campaign, most of which will be spent waiting for the other player to move? The way GalCiv's turns work is completely incompatible with a multiplayer format. There is no hope of retrofitting MP into this game format.

15 Replies 9,958 Views

Bury them in an avalanche of crap. If you have no chance at all of taking on even a single Dread Lord ship in combat, and they *DO* have ship, just surround it in unarmed, engineless hulls flung into position by military space catapults. Every time he is forced to kill one just to leave dock, it costs him a move. As long as you can replace them faster than he can kill them (they cost next to nothing to make), he can do nothing.

9 Replies 13,935 Views

Assume the AI knows everything anyway. After all, it already runs your game. Regardless of whether the AI does or does not "cheat" for its information, it will never be conclusively proven. Just assume the AI has complete omniscience over everything in the game, and that any behaviors to the contrary are nothing more than misdirection aimed at hiding the fact that it knows everything. It's not paranoia when they really are out to get you.

7 Replies 8,193 Views

If the enemy fleet is vastly more powerful than yours is, turn out massive numbers of the cheapest pieces of crap you can: No engine, no weapons, cheapest hull. Don't fleet them. Just hurl them into the path of the enemy in a giant carpet. Weaponless hulls cost no maintenance. You can start building these anytime and just build an enormous wall with them. Killing them costs any ship or fleet a move. AI ships practically never have more than a few moves. Sacrificing these hulks that cost next to

19 Replies 11,628 Views

The breakpoint between large vs. small varies widely depending on a great number of factors. The MAIN important thing about large ships is not specifically their combat power, but their greater capacity for ENGINES! Like the game says, "Honor, courage, bravery, integrity, none of these things matter if you cannot get to the battle!". Thus, size matters not. You should always build the best ship you can in the shortest time you can that can still get to the battle. Building tiny fighters

19 Replies 55,031 Views

I am at a loss to understand why there is this specific hardcoded lock on ALL weapons technology, PERIOD, no matter how utterly valueless the technology is, to the point where the AI will not even sell you a completely worthless technology for an item that you already have a better one of. Even if you were absolutely convinced that weapons technology was THE end-all-be-all, surely you would not reject such a foolishly lopsided trade as giving someone NOTHING for SOMETHING. Instead, the AI will f

15 Replies 15,121 Views