xpyre

xpyre

Joined Member # 2460835
18 Posts 198 Replies 506 Reputation

The different races also get different starting techs, a different PQ starting planet and different relations with the other races. So I guess that needs to be factored in. However, I think that the Yor and Drath do well in these areas too . Especially useful in game terms is Ion drive (which they both get) cos you can immediately revamp your colony ships to be miles faster than anyone without it.

3 Replies 2,558 Views

Quite a few votes for AC. I missed it at the time... Young family and all. Would anyone recommend me getting a copy even now? Or will I just think it hopelessly out of date?

81 Replies 77,172 Views

@Suralle You sound like I feel... The games were undoubtly simpler (from a computing perspective) but occassionally the gaming experiance was totally immersing... something which rarely happens these days. You had to use your imagination rather than get stuck into the eye-candy. A bit like reading a book as opposed to watching a Hollywood block buster. Sometimes it just works better. Nostalgia like most things isn't what it used to be <img src="http://images.s

81 Replies 77,172 Views

@vimes2004 Interesting that you say it was rpg/adventure rather than TBS. I think Mike Singleton thought like you and that is where he made the mistake. The follow ups were more "RPG like". I stand by my "it was TBS". It was certainly "Turns", you moved all your men/armies, then press next day. It was certainly "strategic". You had to plan where to retreat and where try to make your stands against the enemy. Which Generals did you use for which tasks. You had to work ou

81 Replies 77,172 Views

You are right random50 tech trading is cheese... The game is so much better with tech trading off. The idea of a nerf centre sounds good. I usually put restrictions on myself playing crippling... keep someone alive... no starbases... etc.

33 Replies 23,643 Views

@Mooseteck that is not what the original post was saying... and my guess is you knew it. Each of the AI races starts off with an alignment, why not allow it to be customizable for the custom race.

14 Replies 9,432 Views

@Tasslehoff Burrfoot Your description applies matches 27,312 TBS games... Amazed how the game play hasn't chnaged much in nearly 25 years.

81 Replies 77,172 Views

Given the "How old are you?" post showed some people of my generation I wondered if anyone else fell in love with "Lords of Midnight" by Mike Singleton on the ZX Spectrum. It was a brilliant game with a format that has never really been mimiced. I even got a spectrum emulator to play it years later on the PC. As TBS goes it was a simple concept of a 1st person perspective strategy game. You'd start completely on the back foot as you had 4 characters to try

81 Replies 77,172 Views

It does seem like an oversight. So simple to include (I guess they just forgot). I'd like there to be a mandatory favourite race and hated race too. Just for spice.

14 Replies 9,432 Views

A few things to slightly cheese your way in Maso. (You possibly/probably do all these anyway. ) Tech whoring ============ You can keep up with tech without ever researching anything with tech trading on. Every turn you need to go to the relations screen and look for a new tech only owned by one civ. Even better if it is a minor as your not giving your money to a rival. You just pay cash for tech then sell it to the others... Even on Maso it tends to be that you are not payin

33 Replies 23,643 Views

Which one is achilles heel... is that the one where you have to take their planet? In general, if you are playing 1.2 then to beat the Dread Lords it is best to use lots of (expendable) small ships... lots of constuctors...wait until you've enough to build a military starbase that improves attack. Put your fleets all on top of each other with as high a logistics as you can on the top of the starbase and let them come to you. They seem drawn to starbases. You lose lots initi

9 Replies 19,296 Views

yep.. and they are available straight away. But with 1.2 you lose (at least) one ship every battle against the dread lords and all those guns and engines add up to being v costly.

9 Replies 19,296 Views

Looking back at my original post I forgot to say I agree with the sentiment of the OP. I just wanted to offer a method I use to try to fake an intermediate level. The gap between maso and suicidal is not as big as crippling and maso... which is huge in play terms.

33 Replies 23,643 Views

You can put guns on cargo ships they are the same as large hulls but with 1 hp. As the dread lords weapons instant kill any ship the fact that they only have 1 hp is no disadvantage. Prior to 1.2 you just hoped that you were the attacker and that you killed them before they got a shot off. However, that is not the way to go vs the dreadlords since the advent of 1.2 since their logistics is quite high.

9 Replies 19,296 Views

You can do one really easy thing. Do you use CTL-N? A lot of people seem to. If you already do then go to Crippling and don't! If you don't then go to Masochistic and do... It is amazing the difference your starting position/planet makes.

33 Replies 23,643 Views

Damn... it just takes too long. The problem with strategy is that occassionally tactics get in the way. Before I could get anywhere near industrial sector the Drath and Torians came steaming in. "Your just too evil... blah de blah...". "I was minding my own business in a corner of the galaxy mate. Just cost I metal...and different... you shouldn't be so predjudist" I managed to beat them off but by this time everone elses worlds were up and running. I won the game q

17 Replies 19,304 Views

I take it you didn't play GalCiv 1... It was an integral part of the game... Getting it working is I guess easy... game balance is a bit harder...

11 Replies 25,409 Views

@sxt178 Agreed, but it has always been like that. The behaviour with nearby transports is particularly lame if the transport has just been given to you by the AI concerned (in trade or as support to your war effort against a common foe). It makes the AI look totally schiztophrenic.

37 Replies 46,668 Views

I think you've missed the point of why I am observing logistics as important. Imagine 1 large attacking 4 small ships. For the large to win it has to survive all the attacks from the more numerous fleet: Assume 1 large fires and kills every round remaining ships fire back. ... so it used to have to withstand 3+2+1 = 6 attacks from the small ships ... now it is 4+3+2+1 = 10 attacks from small ships. If you can get your logistics up to support ano

111 Replies 42,568 Views

It is much harder. The planetary building now is above the "sub normal" building it used to do. This means if you play on masocistic or above it really does pull away in terms of economy and production. Added to this the AI now seems to want to gang-up on a civ, not necessarily against the player, but the player is not exempt. When it is the player being singled out it really does not leave you much chance now. As a result I can't beat the game on conquest only- suicida

26 Replies 22,679 Views

MarshallONeil Already did exactly the choices you suggested (they are the obvious ones). You are also right about the farms and the colony governor. That way I get the best of both worlds. I just have to micro manage upgrades a bit more. I hope I do find a way to get it to work because it may be a way to get back up to suicidal and huge. Prior to 1.2 I could win on suicidal and huge but the AI has improved enough to ram home its huge bonuses. This may be a way t

17 Replies 19,304 Views

Just an update. Tried it on Masocistic (version 1.2b2) Large Universe and it sort of worked but it sort of didn't. I was really unlucky and didn't get a single bonus square (apart from influence) on any of my 6 planets. It took a long time (too long) for me to research up the factory tree (I'd forgotten how expensive some of these techs are - I usually research them late in the game when I only need 2-3 turns for anything). Given that I needed to do enough econ rese

17 Replies 19,304 Views