Reaver

Reaver

Joined Member # 2439128
0 Posts 0 Replies 3,688 Reputation

I built an Influence Starbase along one of my early 'borders' with a rival civ to get a couple of thier colonies to flip. After the flip, I no longer needed the ISB there since my influence had extended well beyond where that ISB would be of any use, so I decided I would try to recoup some of the BC's and the logistics points that this now unneeded SB holds. I was shocked to discover that the value of the scrapped ISB would only generate 27BCs. Huh!?!?! <img src="smiles/Hmm.gif"

9 Replies 6,336 Views

ive seen factories on influence spots and i play on tough (not that tough is anything crazy) Well, Tough is supposed to be the smartest the AI gets before they start adding Econ bonuses. the thing is, factories on influence bonus tiles isn't really a bad, thing, if the planet is far enough from the front lines, and manufactur

17 Replies 12,801 Views

I always start off with ~1/4 to 1/3 of a planets tiles with factories in the early game phase, when I am focussed on building colony ships, constructors and Social buildings. I base the next set of buildings on the available bonus tiles. If a planet has 2 research bonus tiles, I will tend to make this planet a research only. where there are no clear cut bonus advantages, I will take a more balanced approach. When the majority of planets are taken, I find the 3 with the biggest PQ

12 Replies 7,872 Views

Re: Tactical Combat While I don't necessarily think that full blown tactical combat is necessary, I would like to see some improvements to the current system that are generally found in Tactical systems. 1) Formations. Right now, ships just sort of line up haphazardly, and when I have a couple of troop transports Fleeted with some escort ships, the defensless transports are alway put in a vulnerable position. I would like the ability to place ships so that I can screen those

35 Replies 20,793 Views

After reading many other posts, here are some I would like to see. Espionage improvements sabotage missions Tech theft counter-espionage (to protect against the 2 above) There are probably several others, but these are a couple that I think are doable in a patch, but may require an expansion pack Diplomacy improvements more interaction with AI's, lots of this has already been discussed<b

35 Replies 20,793 Views

I usually build a template ship in the shipyard and save it with a name like "Ranger" for example with no weapons or engines or anything on the hull, just the Extras to get the design I like. When I want to build production models, I will 'upgrade' the original "Ranger" hull, and rename it "Ranger Mk I" for the first generation etc. Any kind of numbering/lettering scheme should work fine. For my upgraded constructors and Colony ships, I make the Mk number equal to the speed of the ship (Fast

20 Replies 10,926 Views

The campaign on Normal difficulty (not counting the DL), is far too easy, might as well be cakewalk. If you read thru some of the Journal posts where the AI is being tested and modified during the 1.1 betas, they are doing so because it was discovered that on maps with sparsely habitable starsystems, the AI is at a SEVERE disadvantange at ANY difficulty level. Folk were crushing the game at the highest levels because the AI wasn't able keep up. The first 2 campaign missions were super easy b

6 Replies 1,908 Views

I'll start by setting up the picture. There is a starsystem with 5 planets, all of them are PQ 0, sitting pretty much alone in its sector. The system itself is surrounded by 4 races: the Terrans, Torians, Thalians, and my empire (there sure are alot of races that start with 'T'). Now, this empty system in not under the influence of any of these other races, for a couple of reasons, one of which is its remote nature. The other reason is why this post is being created. This barren,

1 Replies 2,333 Views

This one is really a matter of how you want to play the game. If you set your victory conditions so that you have to win by alliance, say, well then this becomes more complicated. Generally, even in territory under my influence, I tend to ignore any planet of PQ < 8 initially, while I look for juicier fare. If I see my leftovers about to be colonized by a rival civ (espionage is important here), and I don't already have control of a superior planet in the system, I will see if I have/can buy

19 Replies 7,097 Views

thats something I'd like to see, in addition to just being able to bring up the upgrade dialog from a fleet of ships. Currently, you have to single out one ship from the design you want to upgrade and you can upgrade one or all. It would be nice to be able (for financial reasons) to upgrade ships in a fleet, so I can finance the upgrade on a monthly basis. Last big group I wanted to upgrade would have cost over 100,000 BCs. The fleet upgrade is more of a nice to have, but I think

6 Replies 4,936 Views

Yeah, I too think the benefits of the more advanced lifesupport techs to be minimal. I find that on Huge and bigger galaxies that I get quite a large range of movement simply from colonization and the occasional ISB. If I really need to get across one civ to get to another, I will either absorb the closer civ (thru conquest or influence), or just build a starbase near the current extent of my empire to extend it further toward the distant civ. The only thing I have purposefully put life suppo

10 Replies 5,857 Views

In the initial colony rush stage, I built single beam fighters (tiny hull, no extra engines) to keep in orbit of all my planets to discourage invasion. After a time I designed a better fighter (3 mkV lasers) and wanted to see what the upgrade cost would be (there were about 50 of the lesser birds built). I was astounded to see the cost was 100,000+ BCs and my treasury was still under 10,000 BCs at the time. Since nearly every one of those craft were in orbit around a planet, I guess upgrade C

16 Replies 6,480 Views

It appears that smaller maps reduce the effectiveness of the AI, and I have another working theory that the AI is weakened when you play against fewer civs. I suspect that if you play 1 on 1 on ANY size map, you have a big advantage over the AI. On a gigantic map, anything less than all the Civs probably weakens the AI. All my evidence is empirical, but not enough data points to say anything conclusive. All of my games that had only a few civs were easy to win. I susp

8 Replies 7,560 Views

Just pointing out that the two items, starbases and spy ships are both viable and frankly, not even mutally exclusive. In fact, it seems to me that using both is probably a good idea since they each do very different things. Even with Eyes, a few of these spy boats would likely still be an asset to the empire. Cheers, John

13 Replies 5,483 Views

I haven't played a Metaverse game yet as I am still working on learning the game mechanics and strategies. I am also just one of those people that prefer to play on very big galaxies. So this, of course, means that I will not be able to finish a Metaverse game in one sitting, I will have to save the game to continue at some later time. Will this cause my Metaverse games to flag as cheats? Are there any ramifications to saving and reloading Metaverse games? Cheers, Reaver

16 Replies 11,513 Views

Lets say you race up the tech tree to the tech where you select your alignment while still in the colonization phase. Do you still get the Moral Choices to make when you colonize a new planet? If so, what happens when you choose the path different from your alignment? If not, are you given/saddled with the modifications that would have been presented or are these events just bypassed altogether? Cheers, Reaver

30 Replies 17,525 Views

hmmm, I have been meaning to ask about this. I wonder if it has anything to do with the graph spikes that I have noticed in all the games I have played. Every so often, all my graphs (production, research etc.) spike to 0 then immediately jump back in line with previous point on the next turn. Whether I save or not, this occurs. Haven't seen the other oddities you describe, however. I am apparantly one of the lucky owners of this game as I have not had any bugs assert themselves

2 Replies 2,415 Views

fixed in what way? it seems like a valid strategy to me... Yeah, Starbases will do several things that your little sensor boats will never be able to do (defend territory, increase profits or spread word of your great new adult beverage; you know, the one that makes you look thin, rich and scores you all the tail you want)! Building

13 Replies 5,483 Views

In my current game, the Maestro system has 5 planets, 4 of which are inhabitable with the following PQ's 7, 12, 26, 26. After some time and upgrades, they are now 9, 14, 32, 34! The Galaxy is Huge and I think all the other settings were Common (not maxxed out). What kinds of sweet star systems have you seen? Cheers, Reaver

11 Replies 8,512 Views

I think alot of it depends on several different factors, not strictly population levels. Planet quality, bonus nodes, colonization stage (early rush, middle, late), political climate (war, peace), cash flow. I like to start with a mini-rush: on homeworld buy first factory and colony ship outright, minimize Military and Social spending to concentrate on engine techs so I can redesign faster colony and constructor ships. On new colonies, if I still have over 1000bc (I try not to go

15 Replies 5,867 Views

The following line in English.str two words are typos: currenlty should be currently and our should be out. [Esp_LowShipInfo] %s vessel '%s' currenlty has %lu our of %lu possible hit points and is currently heading towards '%s'. should be: [Esp_LowShipInfo] %s vessel '%s' currently has %lu out of %lu possible hit points and is currently heading towards '%s'. I guess I could correct it myself, but I would have to do so after every patch. Hopefully you Star

1 Replies 3,115 Views