Seth Gaines

Seth Gaines

Joined Last seen Member # 2406726
0 Posts 2 Replies 188 Reputation

I might use those, but I often build high speed defenders that I then use to pick off strays. Or I form all the defenders in a system into a fleet and take out the enemy fleet. Maybe they should make a new 'Defender' hull type.

32 Replies 15,651 Views

The same is true of planets. I had this happen with a planet which was awarded me by the UP, and I eventually lost. I still had phantom sensors active there for the rest of the game.

7 Replies 4,388 Views

I love the fully built out starbases in the early to mid game. Just leave a maxed starbase of any sort on the border with your enemy, and watch it eat their entire fleet. The AI is obsessed with them, and will continue sending little fleets of small ships to give you free experience. Later on, yes, they are pathetically fragile.

139 Replies 36,593 Views

Because it says '+ 28% Population', not '+28% Population Growth', and all the events are about the amount of space you have on the planet. Given the problems large populations cause, the growth bonus is much better.

3 Replies 2,413 Views

Oh, and here's another little bug: In the text that you get at the beginning of the new year, when the robot is explaining an influence victory, he uses the phrase: '...falls under the influence of the dominATE civilization...'

82 Replies 21,805 Views

Does the population bonus or penalty you get from random events actually do anything? Is it actually meant to be a growth rate effect, and not a cap effect? The way it reads, I'd expect my colony to have a cap greater (or less than) 6b. If it actually is applied to the growth rate, it needs to be clearer. If that is the case, I'll assume it's working.

3 Replies 2,413 Views

I've gotten pretty far into a game as the Yor, and even with full economic research and an efficiency center on every planet, I cannot get above 85%, and this is with NO military. I have 34 worlds out of 570, so I'm one of the smaller empires. I have a few trade routes running, and they help some (probably keep me from having to run at 70%). With tech trading off, I cannot buy an economic treaty from a minor, even when some survey ship luck got me above 4,000bc. I was able to get a few of th

110 Replies 34,548 Views

[quote] While this is not really a bug per se, I've also noticed that research has become substantially faster in this Beta, which in my opinion is not a good thing. I noted that one of the things changed according to the change log was how research costs were calculated. Even on very slow research, the research just seems way to fast to be enjoyable. For example, on the "painful" difficulty setting, I didn't even build a warship until I had already achieved photonic torpedos, which was a

82 Replies 21,805 Views

My first game trying out the Altarians featured fully 1/4 of the map as a giant empty area with three stars tucked way down in the corner. I know some poor sucker spawned there, and will never leave that prison. I was playing on abundant with tight clusters. Immense maps seem to just be a huge map's worth of stars in even more space. The map needs at least 20-30 more star systems to allow everyone a little room to expand. I often spawn right next to two or three other races, simpl

17 Replies 7,262 Views

I understand that the Altarians and Drath have a shared history, but it seems that the Altarian tech tree (at least so far in my game) is nearly identical. Not sure why they'd want to build Drath temples.

4 Replies 3,006 Views

The pirates are subject to the 'getting all the techs' bug. I had them show up in DA, and I actually had a mid-level starbase (all attacks 18, defense same) survive two fleets of small fighters before some frigates came and stomped it. The way they are now, that's just not possible. Anyhow, remembering how many fleets spawned on the largest available map in DA, I'm sure it's possible that pirates on an immense map would totally choke my processor.

5 Replies 4,084 Views

I started a brief game Monday as the Arceans, didn't get too far, and started up last night as the Torians. While my interface was properly bright green, every alert I got from my scout was in yellow. I have also been stuck with incorrect hulls a lot of the time. After playing the Terrans, my game as the Arceans had Terran hulls. I avoided this in my Torian game by changing appearance to something else and then back to Torian before generating the universe. Is this related to the odd g

1 Replies 1,197 Views

I have had the AI place spies on my worlds. Not very many, but a few. I typically start building my spy army once my economy really takes off. Then I hit anyone who declares war on me with 20 at once. It costs them a lot to get rid of, and gives me good intel. After the counter-espionage massacre, I hold a few in reserve to drop on morale buildings before invasions (Love that Information Warfare!).

17 Replies 3,648 Views

[quote]All that's needed is that the Drath have met both parties for them to start arranging wars (even if the others haven't met each other).[/quote] I have had people declare war on me without having met the Drath. In fact, knowing only the Krynn and the Korx, I had the ominous string of announcements about people declaring on others, followed by the inevitable declaration on me by the Korx (who had two treaties with me, and nearly all their trade routes going to my planets). I reali

19 Replies 5,296 Views

I know this is kind of a problem, but generally by the time my colonies are numerous/developed enough for this to put major hurt on me, I have a pretty big cash reserve and can just ride it out. Is this not what other people are experiencing?

21 Replies 5,369 Views

I thought of the find/replace option over the holidays, but I see that I was beaten to it. I agree that this is a better idea than my first suggestion. As far as getting tripped up on one or two buildings where I was not upgrading like with like; I'd much rather have to scroll through all my planets and make a few clicks, than scroll through all of them making several clicks on each.

21 Replies 5,369 Views

The problem isn't that the Pirates are 'too' hard, it's that they are suffering/benefiting from the same bug as the rest of the minor races. When the pirates showed up in DA, they were way ahead of you in tech, but not so far that you had to research every offensive and defensive tech in the game to beat them. I seem to recall fleet attack values of about 135, which was quite a challenge. Anyhow, you can take advantage of the pirates by building very fast colony ships and transports a

14 Replies 7,258 Views

I 'doint' like your stupid answer. This is beta testing, not a modding forum. As far as the second, more substantive response, it looks like the display is incorrect. It needs to clarify what it does. What it's supposed to do, and what it says it does, are two different things. Do you see it providing a 10% bonus [B]in addition[/B] to the terraforming? The Temple is not a logical technical progression from the Entertainment Center (or whatever) that you start with. If a mu

21 Replies 5,369 Views

Someone else mentioned this a while ago, and I'd like to bring it back up with a post of its own. I would really like the ability to obsolete buildings from my planetary lists. If I know how to build a 15% econ structure, and I trade for a tech that gives me an 8% structure from another series, I have to spend the entire game looking at the useless building and trying to find the better one. If I keep trading for all the passive bonus techs, I end up with about 20 useless buildings cluttering

2 Replies 1,395 Views