Alex, limiting to ONLY defensive or offensive would not be good. A few 'either ... or' on particular ships would be good for strategy though. Imagine the choice between 'advanced defender' or 'dreadnought'. Do you choose an excellent defensive ship, or a better attack vessel capable of defeating battleships. Yes you can later research avatars, but that could still be 300 turns away. Couple that with only defenders gaining a benefit from planetary defense and it should be very interest
Solitair
Chris, the computer AI researches straight for transports and then battleships as far as I can see. Transports is only 2 steps away at the start and with research focus can be reached in 10 turns. I assume everyone knows to change their spending to 100% for the first turns? You start with 1000 credits and this is best spent by cranking spending to max. This allows for a rapid start-up. Also, a fairly common start-up move is to change all spending to military and research. You can
Class 44 is the highest I have seen, followed by class 34. Paul.
Gherardo, I agree that you want the game to be fun and that you don't want it too slow. At the moment though a mid to late game is a slow long boring play of continously pressing turn or slaughtering all opposition in one quick war. I want a more balanced game throughout with the start slightly slower on expansion only, keeping some of that expansion game till later. The way my suggestion ensures this is by using the outposts. This allows for expansion without actually colonising the plan
Is it just me or are these ships too unbalanced? A colony ship is fairly cheap. Compare it to a scout. Costs 25% more and can hold billions of people???? This is just too silly. I would really like to see this changed, both to be a bit more realistic and also to extend the whole colonisation into mid game. Perhaps leave the current colony ship, but make it an outpost ship. It can claim a planet but will never grow into a colony. An outpost can also be destroyed from space by a
Only SP2, SP3 has been out for days .... :) Paul.
Brad, sounds good. One questions though. WHY would you not just quash them and take them over? At least in BOFT minors had a single advantage building which you could only have if you peacefully conquered them. Maybe give each minor an advantage which can be gained when in a good relations with them. +10% something. Large enough to make you cinsider not quashing them. Paul.
Who gets to choose what the UP will vote on? Will you have to 'pay' in money or influence to choose the vote topic? I could see a game becoming very bogged down if every UP occurance resulted in 20-30 votes. Paul.
same here, Paul.
Defensive ships in systems with defenses built are quite powerful! Perhaps ONLY defensive ships should get the system defense bonuses. This would enhance their usage. An advanced defensive ship is required for later game though. Paul.
They are also far too unbalancing at the moment as you know to go for them and can recognise them. They should be changed to be a random amount of research towards a random technology. Much less useful, but still a nice bonus. Tying the maximum value to 10 times your current research values would also make them scale in usefulness throughout the game, Paul.
Fix current bugs - autopilot, event screen Ranges Colonization and transport balancing - 40-60 billion troops on one transport is just too ridiculous and too easy to abuse. See seperate message. Minor rances United Planets Senate paul.
Brad, will destabilization eventually allow for enemy empires to be split into two or more fraction civil wars? This could be quite cool! Obviously the same thoing should be possible to you with low moral planets and serious lack or control of the senate. Paul.
T-Man, I think the problem has occurred again. Last night I played a new game got a good score (very similar to my last score) and submitted it. Still no sign of the score on the Metaverse. I had deleted all the old files Cari mentioned, so I assume the same registration problem is occurring. Also, I found it a bit strange that my new score was so similar to my old score. I was playing on the same settings so maybe that's not too surprising as I won by the same method. Pau
There should not be a need for more planets. A merchant empire should not need lots of planets, it just needs the ability to CONTROL trade on other races planets. As mentioned earlier this could be done by only letting a single owner control the trade to or from a system. Give a merchantile player a higher chance of winning control battles and the rest will do itself. The hard part is giving the bonus for style of play and not forcing a player at the start of the game to choose a certa
I had a similar problem last night. Dead freighter sitting by my planet, I select it and ... crash. Paul.
Klaus, I like the idea of researching the merchant options. With the current tech tree idea, where researching one branch can remove others, it would be easy to allow various playing styles. Maybe certain social improvements and ships could only be available to certain styles. Military :- Omega System Defence, Advanced Quality Control, Omega Quality Control, Omega Shipyard, Hyperion Shipyard, dreadnought Technology :- Neural Net, Galatic Research Centre, Omega R
'Are you sure' it's on todays to-do list ;) Sorry, couldn't resist! On a more serious note, could you also add it to the colonise option, the invasion option, and the freighter about to form a trade route. Paul.
I'm sure I've had the 'nothing' on the list before. The list seems not to scroll though, so once you fill the list up the nothing disappears. paul.
I like the fact that they keep attacking, but they should be recoloured as pirate ships or raceless ships or something else. Freighters should be removed! But is you commanded a powerful avatar ship and your home planet was captured would you self explode or cause as much damage as possible in revenge? Perhaps even leave a UI issue of restoring an empire if any ships remain? Successful vote returns the home system to the previously destroyed race, but with a low population, peace with
Klaus, how would you envisage a planet getting a trade symbol? and what's to make this a viabable economic strategy for a merchant player which is not dominated by a military (lots of planets) or technology (high research) player? I would assume that a merchant player would have fewer planets and lower technology, and therefore needs some advantage which can be exploited exponentially which military players and economic players cannot exploit? It's got to be something w
I believe the error message is fixed with the latest version of the DGM (0.66b). http://storage.stardock.com/files/dgm_066b.exe At least it is according to Kris's post on the stardock newsgroup. Paul
Reg files are sent, Thanks, Paul.
I also have been having this problem for days. It needs to be fixed as smart exception is no longer working. Paul.
Looking iun my debug file I notice a number of the following messages. **** Script Error **** : Data\UP_Issues\AddTradeRoute01.UPISSUE (L:42 C:9) - Unable to find integer upissue stat named ApplysTo **** Script Error **** : Data\UP_Issues\AddTradeRoute01.UPISSUE (L:43 C:14) - Unable to find integer upissue stat named PreReq Could this have something to do with these routes sometimes not working? Paul.