alco75

alco75

Joined Member # 2412679
0 Posts 0 Replies 111 Reputation

that's good, other wise that would be a very EZ exploit.... Not really. How do you figure that, then? All planets should have a base PQ and a current PQ. So, for a planet with a base PQ of ten, and a civ with a PQ bonus of 10%, the base PQ is 10 and the current PQ is 11. So if the same civ abandons this planet, it's current PQ goes from 11 back to 10. If the same civ then colonies that planet again, it's current PQ goes from 10 back to 11. Where's the exploit in that

17 Replies 85,085 Views

Version: 1.2 Mode: Campaign (only just got around to playing it) Missions: 1 and 2 AI: Drengin Level: Tough (Intelligent) PC: irrelevent as is not a hardware/crash/performance problem On both the first and second missions, the Drengin AI was building defenders with no weapons and no shields. Not just once, but turn after turn after turn. There were no military starbases in the area of effect either. All I had to do to beat the two missions (and this

19 Replies 10,819 Views

But you've got to admit I was right when I said: If you want your evil robotic alien species to be more powerful, up the AI level for that race only, and allow the rest of us to play with a balanced game. <

126 Replies 53,287 Views

It's complicated. If you choose to visit the 'abilities' tab on the race selection screen in order to customize that race's abilities (and therefore make use of the remaining ability points) you will immediately loose any inate racial ability to which you cannot allocate ability points. AFAIK, this is everything but Logistics and Miniaturization. (Ergo, the Yor are by far the strongest race, as one can customize that race with 10 ability poi

2 Replies 3,807 Views