He was requesting a ridiculous amount for those starbases. Fortunately I used the ideology bonus to convert them all back to my civilization. His starbases did not produce enough influence to draw a border around his starbases. At that point half of the game board was in my ZOC. If I have the majority of the influence in an area ei: 91% versus his 9% it's pretty whose ZOC it is. It is just too many pop-ups. It feels a bit like what some
JacquesGauthier
I played yesterday as the Altarians. The Iridium at one point had about 4 starbases in my ZOC and about 6-8 armed ships in my ZOC. The Iridium kept popping up at every move to warn me to stay out of his ZOC. Something about his nervous advisors. There should really be an option to counter what he says and list what he has in my ZOC. I went to build a Starbase in his ZOC to see how he liked it. The Iridium complained at eve
I have played several games where all the available planets get taken right away on small maps. This happens even when I make trades to obtain other AI's survey ships. Even with 3 - 4 survey ships at my disposal + the ones I obtain from surveying anomalies, I am finding settled worlds.
When I select a ship to be upgraded, I am often offered a long list of redundant ship designs whose price to upgrade are identical. Since the price is the same for all of those designs with the same name, I suspect that each of these designs are identical. Is there any way you can verify this as to exclude redundant ship designs ? Are those 50 - 60 ship types listed in the scroll down list really different ? Also, I'd like a tab so that I can filter by
I posted this, about the AI declaring war too frequently when it is much too weak to do anything. https://forums.stardock.com/463909/page/1/
In my most recent game, the AI players declared war on me several times. The presence of my ships in their zone was apparently enough to trigger this. I think that the AI declares war too easily especially when it can't back it up. If you don't have weapons, you wait until you do to declare war, there is no strategic advantage to declaring war early. If you don't have weapons, you don't demand tribute from much more powerful civilizati
Appendum: I am able to construct a tiny constructor with my shipyard but apparently I don't yet have the tech for it. So it seems that a ship design that I made in a previous game is available to me prematurely.
Early in the game, I purchased a tiny scout ship from another civ with the intention of upgrading it to a tiny constructor however this seems to no longer seems possible. Upgrading purchased ships to constructors is how I usually extend my range early in the game.
I find the "You know what you did" mesage less than informative.
Is Any way to get a fight (not flight) simulator with the designer, where we could build a mock fleet to test against a fleet of ships of a type currently on the game board ? I'm thinking of doing this to test the performance of a new ship design. Sometimes for example, I can have a incoming fleet of ships and all I have are a couple of cargo ships I have to modify to meet them. However cargo ships have low HP so re-designing them to fight c
If the civlization obtains the starbase they may not want it destroyed anymore or they can choose to decomission it. However I can see a case where a player might consent to destroying the base but wouldn't want the civilization using this starbase for example if it is a military starbase.
Occasionnally, a pop-up will appear where a civilization will tell you. The presence of a starbase such and such in our ZOC is against our interest please remove it. Followed by a yes or no option. Now this popup does not identify clearly which civilization is demanding this. We don't see the representative of the civilization nor do we see the logo of that civilization. It would be a lot better if the diplomacy trade menu was used and t
Looks like Mojo the X-Men villain from Marvel Comics. http://static.comicvine.com/uploads/original/1/15659/2657747-mojo_annihilators_earthfall_1.jpg http://www.superostrich.net/recent/mojo/mojo_wip_14.jpg
- For the range tech I think the number of squares covered should proportional to the map size. This way if a Ion engine can cover 1% of a large map, it should cover 1% of a tiny map so that the feel of the game would be the same. Crossing from one corner to the other would take several moves. - With the A.I as it is now, if I have a planet that is about to rebel and join another civilization and I am unable to reverse this with approval/influence modu
I see this sometimes in the diplomatic option when looking on the status of relations of the different civilizations. What is probably meant is: "They are in a war frenzy". Unless that message is meant as a tribute to: "All your bases are belong to us"...
A period of transition would not make sense to me. I invaded the planet with the biological offensive so the population is decimated. The quarrels pre-conflict would be moot with nearly everyone dead.
No, I took out the entire civilization. I also had the "flip proofing" from the malevolent ideology and the population was shown at 100% happy. The rebellion status percentage has not budged in over 30 moves the percentages are the same one at 72%, one at 2% one at 11% one at 49%.
A player who plays as a Pirate could start with an armed survey ship (with excellent range), some money and good diplomatic skills. Perhaps with an intro of which civlization conquered his minor home world. Since the pirate upon starting the game has no home world, he has to trade with civilizations he comes into contact with to obtain technology / ships. He can then upgrade ships to get weapons. When the pirate encounters unarmed ships that are
Hello, When I am making a trade where an AI is to pay me credits at every turn for a tech or ship, the amount no longer appears in the treaty revenu summary the way it used to. Also, when I put an armed ship on a trade route not my own, no amount is appearing on the trade raid income. Do I need a specific tech for this ?
Playing as the Thalan, I researched the extreme world colonization and all three extreme worlds, Aquatic, Barren and Frozen. I colonized Aquatic and Frozen worlds with no problem but I was unable to colonize a barren world. Later in the game I had Atmospheric cleansing, Toxic World and Radioactive world. I was able to colonize those worlds but the barren world could not be colonized still. It was not the colony ship I was using as it worked for a toxic world
The mining starbase originally belonged to a civilization whose worlds flipped to my civ. Pirates took it over. When I attacked the starbase (to release the ressource) the battle menu was not visibly entered. I could heard the firing sounds but that was it. The game hung after that, I couldn't do anything else with it. Tried pressing the ESC key in case it was in the menu part at the end of the battle (even though it wasn't displayed) but no dice.</
There was a cluster of many Drengin worlds whose population were unhappy and many worlds were in a state of partial rebellion. When I invaded the worlds I noticed that these still had the unhappy face emoticon around the planet even though I had 100% approval rate. The status still said that many of the formerly Drengin worlds were in a state of rebellion with various percentages. At first I though it was something specific to the Drengin but it was not the case a
With this current version, If I create a new ship design with the designer and I try to upgrade my ship to this new design in this new move, the new design will not be displayed. It appears that the list of designs that a ship can upgrade to is now loaded into a list and this list is not updated by the ship designer. I suggest that when I new ship design is created, that the list of possible upgrades for a size of ship hull be also updated as it was before.
I did detect the pirates via the survey action. The problem is once I detected them, I was unable to clear them with a fleet because my fleet didn't have a survey ship. Once the survey ship detects them they are no longer hidden and a fleet of ships should be able to clear them out.
If you compare to the sailing ships of the Pirate era, a sloop would carry fewer guns or guns of a lesser caliber than a Galleon however it could outmaneuver the Galleon. So it could shoot less cannon balls per firing turn so to speak but it was more difficult to hit. The Galleon could sink the sloop if it could hit a broadside. So the sloop had to be lucky on every shot, whereas the Galleon need only be lucky once. I would like to se