Elleron

Elleron

Joined Member # 2530224
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[quote quoting="post"]1. 2500 strike craft achievement (whats the best way to get this one?)[/quote] I got it yesterday while working on Toaster Roaster. It popped up while assaulting the last couple planets on a Medium-Random map Vs two hard AI. The game did drag on longer than strictly neccesary though. I hadn't beat two before so I was fairly cautious after the tipping point. The last AI was in sad shape though, so I can confidently say it'd be achieveable on a longe

16 Replies 32,176 Views

[quote quoting="post"]Second, what's this "Focus" and "Ship design focus" dialog supposed to do?[/quote] The focus dialog directs which type of weapons and defenses the computer puts on ships designed for you. The default is 100% beam / 100% shields which means you'll never see an automatic design using other kinds of weapons or defenses. If you research a different weapon line you'll want to change the focus to match it.

29 Replies 27,672 Views

Mexican tanks are a bad analogy. If anything the ocean is a better analog for space than national borders. Foreign warships routinely pass through stretches of ocean claimed by various countries. The diplomacy win in Twilight is probably easier, but that's a game strength. One thing that's done better than in Civ4 are computer players reacting to past behavior. If you get a couple of the minus modifiers for going to war or conquering others you can lock yourself out of it. Th

8 Replies 5,500 Views

[quote who="ubernaught" reply="1" id="1862811"]Personally I think a serious boost in ship assist is all it would need though, I don't think I would enjoy having starbases flying around. A ship assist boost would certainly make starbase defense viable, especially for weaker civs that can't afford to expand but need to consolidate. Also, I think that punching through such a line of starbases would be exciting for the player, as it is they're not quite as "mission critical" as they should be.[/q

242 Replies 395,360 Views

I'd really like a starbase revamp to go along with the espionage one. Not just constructor management, but the whole shebang. It'd be especially nice if it were viable to concentrate on starbases instead of ship research. Going on the assumption that a starbase ought to be roughly equal to a fleet I'd go with something like the following. First revamp the starbase fortification technologies to offer unique modules: increased repair speed, first strike capabilities, a "last stand" func

242 Replies 395,360 Views

[quote who="GW Swicord" reply="11" id="1854008"]I have no idea how serious the matter is in terms of hard game mechanics, but my role-playing side can't stand letting barbarians build spy webs that might eventually steal our techs.[/quote] I just finished a Drengin game, and the spies were pretty alarming. I'd say I probably averaged two per planet over the course of the game, which would include having half my tiles covered at one point. Fortunately that was close to the start, so th

22 Replies 14,280 Views

A second indicator in the diplomacy screen for techs in or out of your own tech tree, so you can tell at a glance if a technology fills a hole in it or not. A total cost field in the tech tree dialogs indicating how many research points it would take to research the technology, so you can avoid adding up the prerequisite tech costs yourself. A better ship/starbase screen, similar to the colony manager. Perhaps even with an interface to set waypoints and upgrade ships, sin

242 Replies 395,360 Views

Am I the only one who can't remember which technologies are in your tree? I could go for a second symbol in the diplomacy screen indicating which technologies you could/could not research on your own. Something like a '-' to indicate technologies that aren't unique to the race you're speaking with but don't appear in your tree. I'm beginning to think some sort of filter for mine/alien planetary improvements might be nice too. While it's interesting to be able to build them, it does t

0 Replies 2,157 Views

[quote]framerate is lower zoomed out than in? That doesn't really make much sense; generally it's exactly the opposite. And neither should be that low on a x1950.[/quote] Unless it's from redrawing the map. I've gotten stutters from accidently edge-scrolling the thing when zoomed out on similar hardware without everything set to abundant. I'm willing to admit it's probably my own stupidity, but I've an uncanny ability to queue up multiple scrolls when the entire map is on display. I hab

5 Replies 5,567 Views

I had a similar problem with an integrated graphics controller that was "solved" by adding a video card. I hadn't had any issues with the previous two games either, so I can only conclude that Twilight added a lot more 3d processing or uses a lot more processor time in gneneral.

9 Replies 4,631 Views

I always thought it was by design, research costs increase based on the total amount of research done. If you go deep down one branch you'll spend a lot of beakers on a couple advances and all of the cheaper ones will be more expensive when you go back for them. It can be quite a rude awakening if you research something very expensive early on. It makes a certain amount of sense though, because if the costs of advances were static you'd be a bit of a retard for not rushing to the best r

121 Replies 274,942 Views

[quote]Playstyle wise in games like this I've preferred to be a builder, good with research, diplomacy and money with the military taking a definite back seat. What civs would you recommend for me to try out?[/quote] I suspect that the race-specific tech trees are going to make that difficult. You'll struggle to excel in all three areas. The Terrans are probably your best bet at first because of the diplomacy. They also have a high influence, which is nice because the yellow techs provi

6 Replies 10,088 Views

It's slightly more important with ascension enabled, because some crystals will likely be outside your range. Should you end up in shooting war over them it's probably better to redesign your ships for range rather than attempting to build both warships and constructors while defending a daisy chain of bases to reach them. The annoying surprise in my case was just finding that my auto ships had smaller ranges than the core ships, so some trade routes and mines may be outside your milita

2 Replies 3,243 Views

The fate of the galaxy hangs in the balance as the Arecean Empire tries to ascend rather than join the Korx Hegemony. A fleet of Korx fighters are dispatched to destroy their starbases and clear the way for invasion when the diabolical Arcean plan is revealed, sabotage! Korx engineers have been bribed to build ships without life support! Since the leader of the empire's a moron and didn't notice, the invasion can't get out of its home system. Doh! Quick, all reasearch to diplomacy for the qui

2 Replies 3,243 Views

While I like not having to design my own ships all the time, I'm really disliking the ship/plant window even more now. As you build auto-designed ones, purchase ships from other civs, and get free ones from events you end up with a real junkboat navy and it's pretty hard to find anything. Especially since the computer deletes old designs so you can't open the shipyard to see how many Phoenix M2s you have. I'd really like something like the colony list in the civ manager, where you cou

0 Replies 1,569 Views

In my games they're also buggy. The most irritating one being that the crystal icon vanishes when a starbase is built so you can't find them again because of the fog of war. ie, you spot ascension crystal 800 parsecs away and ignore it for now. Then when the Iconians claim it you can't find their starbase to blow up without a hoard of scouts to find the crytsal that's "over in the top left corner" you saw forty turns ago. I also had a game go fruity when I purchased ascension starbases

1 Replies 3,268 Views

[quote]Yes, I'm aware the option to view them is still available. The whole point of the recent posts list is to highlight active topics. I shouldn't have to dig through the forums to find the ones Mumblefratz doesn't approve of.Nobody's said anything about that (hiding categories from the recent posts list) happening. In fact it can't presently and won't for the forseeable future happen. The recent posts list just shows everything, period, and the word is (as it was last time this request came

61 Replies 37,207 Views

[quote]Those are some very nice observations Elleron. I hope SD considers a revamp of the entire system to account for the planet types and culture based soldiering. [/quote] I suspect they will, but that's a guess based on the fact that it's astetically pleasing and they seem inclined to those sorts of changes. Though I'd expect at least one level of default invasion technology to make sure no reace is left out in the cold when operating out of the default tree. As far as how

93 Replies 65,403 Views

[quote] 3#Again I agree not because it allows cheesy tactics but because it's unrealistic for the invasion tactics not to cause any damage if the invasion fails. [/quote] For both realism and design purposes the biggest issue is that the invasion tactics are poorly integrated with technologies from newer versions of the game, particuarly since the addition of planet types. It's reasonable to assume that aquatic worlds would be much more or less vulnerable to tidal disruption, fo

93 Replies 65,403 Views

[quote]When you click on a ship, such as the scout, and then click on upgrade, why do you only see the scout's hull? I think it would be better if you could see what the scout currently had. This way you could simply take off components you've improved upon and replace them with the newer ones, e.g. if I've only improved the weapon technology but everything else is constant, then I only want to replace the weapon. [/quote] You can toggle that in the interfac

3 Replies 3,466 Views

The problem is not that he can't build more than two modules but that the starbase info says 2 out of 3 possible modules are installed and when you send another constructor it won't upgrade. Instead it gives a message saying you already maxed out all possible upgrades. It happens only for early stages when I recall correctly. After upgrading to 7 or 8 modules it always displays the correct amount. The "missing" module is Battle Stations I. If you pa

8 Replies 8,458 Views