I have lots of questions

General questions about gameplay.

1.) What are boarders based off of? Influence?
2.) When expanding your boarders in an unoccupied area of space (No planets) which of the 3 station types would be the best to use?
3.) The "Influence station" was built right next to my capital by an opposing race. What is the ramifications behind this? What can I do to counter?
4.) "Flag ships" unique hulls? Are they upgradeable?
5.) Is there a way to pull one of the "core designs" into the shipyard for editing?

That's it for now
15,355 views 13 replies
Reply #1 Top
1. Yes but it's not borders it's areas of influence.

4. No (unfortunatly )
5. I want to know that too , or actually just base my designs on core designs.
Reply #2 Top
1) Yep.
2) Inluence Starbase obviously wouldn't be of to much use since there is nothing to influence.
Military and economic could both be useful:
Military when fights may happen later in this sector, economic when traderouts may run through it.
If neither is the case, it doesn't really matter.
3.) Might make your people wary of your government and ultimatly consider defecting to the other empire if their influence is gretaer than yours.
Either build influence-stuff yourself (on the planet or influence stations) or just shoot that goddam thing down.
Reply #3 Top
2. Any station will expand your influence but an influence star base will expand it farther. A military and economy will give you a few parsecs of influence but they are easily countered if you enemy builds an influence base. Influence bases could take over several SECTORS unapposed with the modules installed.

3. The only way I know of to counter that would be to destroy it or get someone else to destroy it. That would obviously take a declaration of war. I dont think your planet would be able to resist culturally for long even with lots of culture improvements (waste of space). You could also try just building your own influence starbase next to it but you would need to have the same or better modules.
Reply #4 Top
Don't get too fixated on the areas of influence as borders. Your enemies consider the entire galaxy their territory and don't think twice about crossing those lines of influence to smack you down.

The influence borders are important to letting you know if an alien society's influence is greater than that of your own civilization. If that happens your planet could defect.

Shooting down an offending starbase is one solution. However, your allies will sometimes build a starbase near your planets, especiallly if you have a planet in the same sector. You wouldn't go blow up an ally, would you Drengin boy? The best way for you to counter is to build a s/b of your own and load it up with pleasure palaces and frictionless underwear stores.

As for building starbases in the boondocks, I don't recommend it unless you need it there to extend your reach to some nearby stars. Your better off building those starbases in the same sector as a colony and loading the base up with benefit-providing modules. Of course, this is just one alien's humble opinion.
Reply #5 Top
I'll jump on with some questions, since I don't want to start another thread.

Why can't I group 2 or more Transports into a fleet? I have enough logistics, and I can group one transport with different ships, but never 2 Troop transports into the same fleet. Does every planetary invasion have to come in waves of 1000 (or whatever number of troops you can fit on your transports)?

Sometimes I get the "Attack..." option on the "We Give" side of the diplomacy screen. Sometimes I don't. Why?

Is there a way to prevent user created ships from appearing in future games? Or better yet, a way to select only some of those ships to appear in later games? I don't always want to redesign my sensor arrays, but I never want to use the same military hardware again (at least, not yet).

When I click on AI ships and fleets I can make them Guard or Sentry, I can click the little X to remove ships from fleets, and do all sorts of other things that I shouldn't be allowed to. I don't think that clicking on those interface buttons is actually doing anything, but it's odd I still can.

When more than one AI fleet is on the same tile I can't find a way to get information on individual ships in those fleets.

Some of my screens are a bit haywire. The Senate elections, for example, is awful. The border extends up and down off the screen, the top few bars (the ones that show which party got how many votes) all overlap each other, and the spacing is weird all over. Clearly the Desktop X business here is wacky (I'm playing default resolution).

Reply #6 Top
3.) The "Influence station" was built right next to my capital by an opposing race. What is the ramifications behind this? What can I do to counter?


that happened to me last night. Which was pretty annoying, considering I was building good relations with the race that did it.
But, one thing I did was find out who was at war with that race... then created a few small fighters next to the planet where the influence starbase was and gifted the ships to the guys that were at war with them. They immediately used the gifted ships to attack the starbase.
Of course, you should be on good terms with the race you give the ships to, or this could backfire pretty easily.
Reply #7 Top
When I click on AI ships and fleets I can make them Guard or Sentry, I can click the little X to remove ships from fleets, and do all sorts of other things that I shouldn't be allowed to. I don't think that clicking on those interface buttons is actually doing anything, but it's odd I still can.


well, i think this is some serious hmm...bug? and requires patching...today?
Reply #8 Top

Hey fosex,

I'm going to number your questions so make this easier

1. (2 transports in a fleet): This should work. Is anyone else having a problem with this? Make sure you have over 10 logistic points (even though I know you said you had them, but just triple checking).

2. (Attack option while trading): I beleive the attack option will only appear if the race your trading with is at "less than friendly" relations with other civs.

3. (selection designs to appear in other games): No, you have to obsolete on a per-game basis.

4. (clicking on buttons for other ships): Yes, these aren't doing anything. We should probably hide them or something, so players dont feel like they're in control of alien vessels.

5. (cant get info on stacked fleets): interface issue...will put on our list

6. (haywire screens): Unfortunatly it sounds like you're playing on a card that dosent support DirectX (which is part of the GC2 requirements). These things happen when the card only supports OpenGL.  We'll try and look into a fix, but unless they have new drivers that fix the issue, it'll jsut have to be haywire for the time being

Reply #9 Top
Thanks guys. The instance where the "opposing faction" built an influence starbase right next to my capital was actually the first mission in the campaign. The alterians
Reply #10 Top
1. (2 transports in a fleet): This should work. Is anyone else having a problem with this? Make sure you have over 10 logistic points (even though I know you said you had them, but just triple checking).

Definatly had 12 Logistics. I tried over and over, tried moving the ships to other tiles, tried sending them to a Fleet rally point, tried adding a little fighter with 2 logistics into the mix (that would go with one, but not both, of them okay).


2. (Attack option while trading): I beleive the attack option will only appear if the race your trading with is at "less than friendly" relations with other civs.

That makes sense, but in this case I wanted to say, "Foslex will attack the Drengin (who were crushing the AI I was talking to), if you send me some tech." Shouldn't the player always be able to offer this?


3. (selection designs to appear in other games): No, you have to obsolete on a per-game basis.

Gah!

4. (clicking on buttons for other ships): Yes, these aren't doing anything. We should probably hide them or something, so players dont feel like they're in control of alien vessels.
That's what I figured. Reminded me of the Base screen in unpatched SMAC.

5. (cant get info on stacked fleets): interface issue...will put on our list

Nice.

6. (haywire screens): Unfortunatly it sounds like you're playing on a card that dosent support DirectX (which is part of the GC2 requirements). These things happen when the card only supports OpenGL. We'll try and look into a fix, but unless they have new drivers that fix the issue, it'll jsut have to be haywire for the time being


I am using an NVidia GForce FX 5500 with 256 MB. I have also learned that the cutscenes sometimes hang. the sound keeps going, and I can click done, but the video stops.

I'm on a P4 2.8 Ghz with 1GB RAM, by the by.
Reply #11 Top
I am using an NVidia GForce FX 5500 with 256 MB. I have also learned that the cutscenes sometimes hang. the sound keeps going, and I can click done, but the video stops.

I'm on a P4 2.8 Ghz with 1GB RAM, by the by.


I'm playing on a P4 2.8 GHz, nVidia GForce FX 5200 with 128 MB, and 512 MB RAM. I noticed stutter on the videos with AA 4X but dropping down to 3X fixed the problem!
Reply #12 Top
I have also had occassional trouble grouping multiple troop transports into a fleet when I had sufficient logistics. it's sporadic: sometimes it works fine, sometimes the command just refuses to take. More rarely, I've had this happen with warships as well.

One time, I attempted to fleet up two transports (logistics level was at 12). They wouldn't fleet up, but I did get a brand new fleet in the same square, which had no ships in it, and took up zero logistics. It was just an empty square in the units display panel with a little zero at the edge. I tried to fleet the two transports again, and got a *second* "empty fleet" for my trouble.

Sorry I don't have the save game, but if I see this pop up again, I'll be sure to do so. Regardless, it wouldn't hurt to take a look at the fleet creation code again.
Reply #13 Top
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