It should be intuitively obvious that sales are necessarily restricted by the system requirements demanded: You cannot sell more copies of the game than there are customers who possess the systems required to run it! Assuming, therefore, that your game's actual appeal before system requirements is the same regardless of what system the player actually owns, let's say, just for argument's sake, 30%, 30% of 60% of the computer-owning populace is a much bigger figure than 30% of 5% of the computer-
Norfleet
[quote]While reading one of my post I notice that someone said that the population of the planet are all killed by fighting to the death, and the planet is repopulated by the soliders, but it does not seem right. Frogboy or any other dev do you have the answer for this?[/quote] I believe I said that, yes. It fits, though. Consider: You invade the planet. The number of defenders coincidentally happens to be equal to the listed population of the planet. They fight very poorly, probably because
That description sounds neutral to me. I mean, the Arceans are neutral, and they tried to trick the humans into being invaded, so clearly there's plenty of wiggle room in "neutral" behavior.
[quote]so if all the players that spam illuminators suddenly died right now, it would techinically be "evolution"[/quote] Well, the PLAYERS wouldn't be evolving, but the strategies would. And people spam illuminators? I thought it was only the OTHER LRMs that got spammed, and Illuminators sucked as spam. Was this changed?
From what I can tell, only in very rare cases do planets that you conquer have surviving enemy population. Given that ground warfare is fought to the death by your population fighting against the enemy population until every last one of them is dead, and only when using the Info Warfare tactic does any enemy population not fight to the death (and those who joined you WANTED to join you), it stands to reason that there wouldn't be any resistance fighters because you slaughter everyone.
"Demos" are worthless. All of them are rigged, and often have only limited correlation to the actual game. Also, they offer absolutely no reason why you'd actually want to buy the game at all: If you liked what was in the demo, why would you buy the game, if it is already in the demo? Conversely, if it is not in the demo, then you have been told nothing about it, and therefore, the demo is worthless.
The AI grossly overvalues anything you try to get from it, and frequently undervalues anything you offer it. Only on rare occasions, will the AI actually be willing to sell you a technology at all. More frequently the AI will inexplicably declare his complete unwillingness to part with a completely worthless technology, and NOTHING you can offer him, not even your entire empire, will persuade him to agree. I have found that AIs frequently stonewall like this, to the point where they refuse to ac
I think Xenocide is referring to the fact that when you trade with the AI, it always occurs on your turn, so that you can immediately turn around and resell the same technology before the AI can. Of course, I don't see why this is an advantage at all, given that the AI already had his chance (as he had the technology before you), and declined to do this (or already did). The AI displays an extremely curious reluctance to sell ANY weapons technology, however. It baffles me as to how the
It does seem slightly silly that more phase stabilizers makes a difference. I mean, a phase stabilizer stablizes phase space...either phase space is stabilized or it isn't, right? Can it be made "more stabilized"? If so, why does this not make any difference to anything other than RA?
It is my view that siege frigates are largely crap. There may be an opportunity when you may find them useful, if you absolutely can't afford to use your battle fleet to flatten the planet, AND you can spare however many supply you need to do the job in equivalent time with an otherwise useless mass of siege frigates, but I somehow don't see it. The amount of supply you'd be wasting on siege frigates would get your battlefleet vaporized when your opponent spends it on LRMs. I suppose you could u
Someone bashed ION BOLT? Is this some kind of joke? Ion Bolt is awesome. Sure, the stun time isn't that great, but honestly, when are you really using these things? Generally when your opponent is running away, anyway. Ion Bolt has a very acceptable range, very acceptable refire time, and cancels phase jump charge-up, so you just peg him with it as he tries to warp out and keep on whomping on him. What does it matter if he manages to recover shortly and even fire a few pitiful shots back at you?
Personally, I always thought the biggest shame was that designing your ship has zero effect whatsoever. Where or how you mount anything has no effect on anything at all, which rather detracts from the system. Mounting more hull pieces doesn't grant you more hull space or points (or cost you more), mounting weapons facing a specific direction doesn't produce any useful results, and making the weapons bigger or smaller has no impact on their effectiveness. It ultimately seems like a hollow exercis
How exactly are you piloting this carrier that you managed to only take out 3 LRMs? Also worth noting is that it is VERY true that a level 1 carrier sucks ass, since it carries only two fighters, while a battlecruiser would already carry one. Carriers really don't come into their own until they're carrying 5-6 squadrons and have cooperative special abilities boosting their strength. Does this make carriers a shitty investment if you intend to play rush games where people start 2 hops from each o
[quote]Now, on the downside, if you run into another player early and they have brought a bonifide battleship it puts you at a disadvantage.[/quote] Well, the Evacuator performs pretty well in early one-on-one combat with its nano-disassembler, but frankly, in a one-on-one fight at that early in the game, it will only take about 40 days and 40 nights for anyone to actually DIE otherwise, so you can always just flee while building some frigates to reinforce you. If he gives chase, you'll have
[quote]Certainly, I manage my LRMs by parking them just within missile range of enemy ships, and let them choose where to fire.[/quote]That is most likely because of a slightly different priority in LRM management. When you're using LRMs, you are, more likely than not, more interested in keeping the LRMs firing out of range of the enemy than you are at optimizing the amount of pain they dish out: After all, it doesn't matter how fast you kill them if they can't kill you. If you ordered a manual
[quote]Instead, I'm pretty sure it's there so that a user can react when a ship gets injured and pull it out or activate a heal on it. This is so that the general pace of combat isn't too slow, but simultaneously units don't suddenly pop (or at least, not as quickly as a game without shield mitigation) when under FF.[/quote]I'm pretty certain this is pretty much the true intent of shield mitigation, by creating a "curve" to hitpoint-death rather than straight incineration. What PURPOSE this rea
[quote]But I tell you, do not resist an evil person. If someone strikes you on the right cheek, turn to him the other also. i had hoped that Stardock would have promoted good American values instead[/quote]Those who turn the other cheek get bruises on both sides of their face. "Good American Values" involves bombarding those who offend us with cruise missiles.
My take on backstabbing is simple: I don't do it. I *WILL* play the diplomacy board, and offer and end alliances of convenience, but I never backstab. However, I certainly don't expect anyone else to behave honorably. An ancient Arab proverb states, "Trust in Allah, but tie your camel!".
Planets in friendly culture gain allegiance up to their max. Being in friendly culture increases allegiance max by 10%. Planets in enemy culture lose allegiance until they die and become uninhabited. Planets in no culture neither gain nor lose allegiance. That's basically it as far as culture is concerned. If you can push your culture over the enemy's planets, then it is only a matter of time before those colonies die. If this happens to you, you'd better start spamming more broadcast centers f
35% is basically the "standard" allegiance level for outlying planets which are like 6+ hops away from your capital. There is nothing you can really do about it. The standard allegiance will be 25%, +10% for friendly culture, +10% for maxing the Advent allegiance tech. That's all you can do, short of moving your home planet to a more central location, which will just shift the issue around. More broadcast centers will not really help, it doesn't sound like you actually have culture problems. And
I'm not sure if this map has any specific trait, but how does "accomplishing their mission" not help? Normally, the AI always accepts a cease fire if relations are at 50% or better, which typically means you must accomplish two missions with no intervening hostilities: If you destroy any of the AI's ships, his happiness level with you instantly returns to 0, and he will not accept any deals (and will cancel existing deals). The AI's swarm waves, on the other hand, are par for the course. I sugge
I think people here are conflating "alliances of convenience" and their inevitable end with backstabbing. There is a clear difference between them. In an alliance of convenience, players agree not to attack each other and/or to work against one or more other opponents instead, with the expectation that once whatever prompted the alliance is resolved, the alliance will dissolve. In a backstab, one player has misrepresented the alliance and has intentionally abused it, doing something like using a
[quote]That way, you could raid someone for their bounty without necessarily engaging in a fixed battle.[/quote]You're missing the point: In multiplayer, you cannot just "raid someone for their bounty". Humans do not simply forget your actions the moment you stop doing them because they stopped being profitable. Once you attack another human player like that, you are most likely at war. In an FFA scenario, such an action means one of two things: Either you have committed a raiding fleet to flyin
The problem with siege frigates is that a bunch of siege frigates can completely level the planet before your defenses can do anything about them: Even if you have a massive armada of ships, 60 siege frigates will likely wipe out your planet before you can kill them. This led to massive siege-frigate-spam. Personally, I think the problem is that siege frigates are too hard to kill, not that they took up too little supply: They should be made more crunchy, less supply-intensive. The 12 supply cos
[quote]Their ships come at higher tech, their economy is high tech, and while their cap ships are durable, they generally have the lowest dps in the game.[/quote]Are we talking about the same Advent here? The one thing I *HAVEN'T* found lacking in Advent has been DPS. It's just a qualitative assessment at this point, but having played all 3, I've always felt the Advent did more damage than most anyone else, it's the armor department they were a bit short on.