Habadacus

Habadacus

Joined Member # 634191
0 Posts 0 Replies 5,850 Reputation

I understand and like the concept behind the pirates, and when I get attacked by them, I try to look at it as an opportunity to level my capitol ships, which seem to slaughter them fairly well. My problem is with the frequency with which you have to play the eBay mini-game with them. Instead of snarky comments, can someone post the line and the file where one can change the frequency manually until they put in a slider? [link="http://cgi.ebay.com/PLAYMOBIL-5775-PIRATES-ATTACK-291-PIECES

218 Replies 215,064 Views

When the AI asks you to do something, it seems like they ask an awful lot of you. 14 Tactical Structures? 15 ships? Should be more like 1 structure just to say you're helping to put the pressure on an enemy, not "Hey buddy, would you glass this system for me? I'll give ya some crystals..." every 10 minutes. Also, today I was literally in the middle of bombing an Advent world, when they chime in telling me if I want their aid I need to do such and such. That kinda shattered the immersion

41 Replies 68,460 Views

Hi All, This is probably a silly question, but I couldn't seem to find the answer in the manual. When you come across a neutral extractor it says "Invulnerable" and "Can be Captured". How exactly does one capture one of these? Thanks in advance.

2 Replies 21,416 Views

The combo of firepower sufficient to destroy a planet, and high armor/HP does seem a little odd. Maybe they should be more like siege weapons in other games, great at what they do, but quick to die when engaged in normal combat, like a Trebuchet in Age of Empires. Then they would still be able to perform their given task, but would require support to be effective. Another thought would be to give them less HP, but more shields, but in order to siege they need to bring thier shields dow

227 Replies 235,127 Views

Think of it this way, if you get a good combo advantage of weapon/defense and win a battle against the AI, with cheap upgrades the next turn you could be facing an entire fleet of AI ships configured just to right to beat your winning design Currently, it takes at least 1-2 turns to upgrade a ship, so this would not be possible. I'd be more tha

35 Replies 36,189 Views

Cool idea. Maybe a building you could build, a "Starfleet Academy". Ships in orbit above the planet would gain XP up to a certain cap. This would enable a relatively peaceful empire the chance to compete with the experienced fleets of a war-like race.

1 Replies 5,024 Views

Not sure the answer to your question, but I agree something is off with the calculation, and it's a problem because the AI treats based in large part based on your military strength. My First game I put off building military ships until I had what I considered worthy tech to put in them. The AI went at me like white on rice. My Second game , I went the opossite route, and put 1 attack 0 defense small ships in all my worlds ASAP even though they sucked spaceballs. Not only has any AI

3 Replies 3,521 Views

I noticed the Quick Build list bug also. I'll design a barebones ship just to get the jewelry just right, name it "Predator" and save it pending future research. Then I'll go back and use the upgrade feature, add components, and overwrite the design name with the fleshed out design. It will ask if I want to replace the design, but for the rest of the game whenever i look at the quick build list I will always see two "Predator" designs, the barebones one and the real one. Makes a feature designe

2 Replies 4,494 Views

Here's an interesting counter idea: How about a Starbase module that jams sensors? It would create a field around the starbase (radius depending on tech and overall balance) that was permanent fog of war, except for the basic "visual" range of any ships within the field. That way both you and the AI could cover strategic areas from sensor spam. Could be a fun addition, and opens the door for lots of surprises.

19 Replies 23,928 Views

Definatly depends on the galaxy, but i really love it when i have a minor in my space cause it gives me a stable trading partner and make it easy to line the route with +trading starbases. Plus they make good low-maintainence pets, and I like destroying the fleets of those who would despoil the pets of the Emporer.

37 Replies 24,779 Views

I hear what your saying, and that sounds like a fun idea. A tactical space combat game based on the GalCiv universe and building upon the 3D engine they have already built would be a blast. Don't know about a space opera though, never played any star controls.

4 Replies 2,911 Views

Here's something I'd like to see in a future version: When setting up a new game, allow the option to make all planets of equal value, perhaps user defined. This would force all habitable worlds not in the home system to have uniform PQ and perhaps a uniform distribution. A race getting a high quality planet has an unfair advantage giving the randomness of their availability. I hate to learn after hours of play that I am going to lose or win, simply becuase the random gene

0 Replies 2,737 Views

Or here's another idea: How about when a tech is traded, the reciving party doesn't get the whole 100% of research, but gets maybe 50%? That would still be good to have, but you or the AI would still have to spend a few turns to finish the research, slowing the tech spam in the early game.

21 Replies 20,291 Views

I think renaming starnames should be added, too. Sometimes my star's name is "custom star". I looks vey stupid to me and i cant change it. You can set that up when you are configuring your custom race. Once the game is started however, you're stuck.

13 Replies 12,145 Views