Starstriker1

Starstriker1

Joined Member # 2444307
19 Posts 715 Replies 10,250 Reputation

Sounds like a good strategy to me. Get all the techs, and if your opponent decides to go down the expensive tech victory branch, you'll be pumping out more ships to crush him with. How did it work out for you?

9 Replies 4,927 Views

Aye, though I've never actually seen it myself, there was a very long game example in the journal section a while ago where the Terran Alliance came fairly close to winning a tech victory (and one of the screenshots was of said window).

9 Replies 4,927 Views

Fair point, but what about the additional cost? Engines are fairly expensive. Man, I forgot about the gravity accelerators. I gotta build those next time!

13 Replies 8,900 Views

Class 0 planets are generally such that no significant population or infrastructure could be developed... but here's an interesting thought: you can still mine them, their moons, their rings, and whatever else may be in orbit! What if those class 0 planets were more than just eye candy, and instead acted like asteroid fields that you need a special tech to properly access?

10 Replies 11,230 Views

Yeah... it's powerful, but so are the other abilities. Even the abilities that people aren't quite as sure of (like super adapter and super trader) give the races a substantial head start, even though the ability isn't useful in late game, when everyone has those techs already.

9 Replies 4,867 Views

Not in Dark Avatar... Dread Lords let ships stockpile engines cheaply, but Dark Avatar doesn't... an engine can take up a huge portion of your ship. Heck, most warships won't have an engine at all until late game! This makes the speed race ability as well as the engine tech bonuses very importance. A warship (minus engines) of a race with impulse drive researched will move at 2 pc/week. The same warship in the hands of a race with warp drive researched move's at 3. Also, to answer the o

13 Replies 8,900 Views

As for Starbases.... I believe they serve their purpose as they were intended and are fairly accurate. I have said this a thousand times. Starbases are huge, immobile fixed objects which would not be able to bring all of its weapons to bear on a single target. Where as a fighter is extremely small, and extremely fast, and has this huge immobile object to shoot at. Lastly,

37 Replies 17,072 Views

Naw, mass drivers have the advantage of being incredibly cheap, and nanorippers and the black hole gun are the only components that buck that trend. The difference in cost between first generation mass drivers and singularity drivers is 25 vs 28 bc, for double the damage and roughly the same size. Your ship cost can actually go DOWN when going between generations of mass drivers...

4 Replies 8,778 Views

A lot of people in this thread are posting ideas on making small craft more competitive in the latter stages of this game. Don't small fighters have enough advantages already? They're cheaper, faster to produce and have smaller weapons. Adding another bonus seems a bit excessive. In Dread Lords, they had two advantages: the effects of m

37 Replies 17,072 Views

1) More in depth diplomacy . I'd love to be able to make truly complex deals, and have the AIs try to make them with me. For instance, let me contract out civs to do tasks for me. Lobbying the other side for trade, paying them to research a tech for you, and issuing diplomatic requests ("Move that goddamn influence starbase or I will!") would be nice... as well as more "under the table" kinds of deals, like slipping an AI money to cripple a civ with espionage, or coordinating with them to

60 Replies 27,308 Views

They seem almost a little TOO eager to build alliances... double their military power and have tons of trade, you've basically got an alliance in waiting with everyone. Personally, I'd like it if Civs would go for that first alliance easily, but would be uncomfortable with creating an alliance with you if you're allied with someone they dislike. A bit of disliking your association with them...

11 Replies 7,623 Views

I like the idea of designing military starbases in the ship editor, and upgrading them as required. That'd be far nicer than having to crank out a hundred constructors for defenses... simple send in a constructor to implement a design and be done with it!

37 Replies 17,072 Views

It came as a bit of a surprise to me that it worked like that for me, actually... my intent was to bunker up in my corner with my vast fleets of cheap ships and simply barricade myself in until I achieved a tech victory... I honestly didn't expect to be forming alliances with everyone! Last time I'd tried the strategy it hadn't worked so well for me... I survived a long time, but eventually got overwhelmed by multiple opponents, partly because my economy didn't allow for three full starbases and

13 Replies 4,444 Views

As posted elsewhere, hit point modules as well as additional defense technologies would do most of that for us. If a starbase can increase it's hit points to 300 by late game, that means it'll have matched most fleets, or at least made it a significant contest. Also, modifying the way starbases handle their firepower from a single blast of multiple weapon types (ala Dread Lords) to allow them to target each module individually (like Dark Avatar) would be a nice addition to the expansion

37 Replies 17,072 Views

Possible solution: evaluation of defensive military strength vs offensive strength. All combat ships can defend, but not all can attack. Offensive military strength should include base stats only (and possibly disregard ships that are too slow/short ranged to be any kind of long range threat), while defensive strength should be evalutated as it is now. Civilisations wouldn't have a negative on relations with civilisations that have high defensive values, but they wouldn't see it as a plus unless

13 Replies 4,444 Views

I'm playing a game where I've got the least amount of planets (at 7) and am pressed into a back corner of the map. I've got some above par research, and my economy went into overdrive once the 3x trade event came in. My military is very, very weak, focusing on having as many cheap ships as possible. To that end, I have a "Flea" figher, which is a tiny hull with the basic armour tech (bulky but incredibly cheap) and a mark 5 railgun (mass drivers chosen, again, because they are cheap), w

13 Replies 4,444 Views

I've noticed that things can very quickly devolve into a world war one type scenario where everyone gets dragged into battle by their net of alliances. What seems wierd is that the AIs don't appear to be taking my allies into account... they'll declare war on a civ with many alliances and then get crushed by the allies.... they could have taken the one civilisation on easily, but the combined power of that civs allies (or even just one of them!) dwarfs the aggressor. Also, treaties seem

6 Replies 6,566 Views

Early game, sure. And with a WHOLE lot of constructors sent to them, but starbases are at a severe disadvantage. For instance, their weapons can only hit one ship at a time, so they can't wipe out a fleet as fast as a similarily speced capital ship. Also, the number of constructors needed (each with their own build cost) to make any use of the fortification technologies is absurd... the cost and build time for merely defending a starbase is MUCH higher than the cost of a fleet that, once your te

37 Replies 17,072 Views