DeafHawk

DeafHawk

Joined Member # 640642
6 Posts 17 Replies 24 Reputation

Encountered the 'infinite range colony ship' bug again with the latest version in a game, medium galaxy, in beginning of a game, Torian colony ship going to yellow star four sectors away. I happened to stumble on it with a fortune scout and I noticed the direction it was going. I realized the unexplored star it was heading for had to be colonizable and steered my second colony ship to it and I just beat the Torians to it, lucky me. Also another bug, later in the same game, my survey ship,

633 Replies 26,467 Views

I have just won a game by just staying in my home sector in abundant/scattered/medium/bright galaxy. I had a class 26 planet in my starting sector, lucky me :) and a class 16 planet to boot for total of three planets. So I just settled the two and grabbed a research resource and went straight for the early game wonders and trade goods. I got all and managed to stay ahead, technology-wise and built up three maxed out production starbases in my starting sector eventually. I had to pay tribut

7 Replies 633 Views

I have what looks like a bug and this is with version .049. I spotted this in a very early game (Aug 2179?) in a medium galaxy with all bright AIs settings. An Altarian colony ship had arrived at my home system and colonized a planet and I discovered that the Altarians had only colonized one system in their home sector by then and they were four sectors away from my home system. I found later that they do not have a starbase and they had some systems in nearby sectors that they could have colo

633 Replies 26,467 Views

apparently there's a capping effect on planet tax income that is like about 4 times PQ. Even with 300%+ economy bonus in planet details in my best planet and taxes high as I can get and 50% economy bonus in domestic stats I only get a few bcs more than 4 times my best planet's PQ. My planet was class 25 and I could only get at best like 110 all through the game. This capping effect seems to be different with the AIs.. the dregins had on average about 5-6 times PQ incomes on their planets and t

4 Replies 436 Views

For my two early top planets, likely earth and the first 17+ class planet that I manage to get early on, I go asap for manufacturing centers and fusion power planets. They are first things I build on those planets when I get the techs for them and if I have trade goods or wonders, I tend to build them first on those two even before banks, soil improv or habit, and entertainment. Another important reason I pick manufacturing centers and fusion planets first for my top two planets is that I want

18 Replies 1,107 Views

maybe there is a way to confirm that news networks' culture's "resistance" bonus is working. Try build one in a planet when you see the skulls icon and see if it disappears? I do not build them because I do not think they are effective enough and just is not worth the 2 bc maintenance. There are some things I am noticing in the games that are seems to be "broken" or simply do not have an effect to bother about. for example does anyone think that the "1% repair bonus" module that you add to sta

14 Replies 872 Views

Cyzada: Baerd is referring to military eras.. seems when he says early game, he means the first military era and i'm assuming that he means corvettes, defenders, transports, and up to battlecruisers and battleaxes. So what I think is a good idea, for the purpose of this thread, let's use his definition of "early game" to less any confusion. When you starting getting frigates and warhammers that would be a different story and that would be when some speed and range techs are likely to

21 Replies 1,209 Views

I just discovered that the income calculation formula i gave out is only close enough with planets with relatively small population and economy bonuses. The variable I can not account for is not so minor when the population grow rather large and the economy bonuses get bigger. The figure can get way off with a class 25 planet of 12 billion and economy bonus of 100+% hmmm seems population gets much less efficent in generating income with larger population. And economy bonuses have much less effe

4 Replies 436 Views

I have just encountered another tech-skipping situation in a new game I am playing together with a friend. This time the Drengin AI has 1D-Phasing tech without the prerequiste tech, Instant Communication. This is at sub normal level, small galaxy, and only three races left, me, the Arceans, and the Dregins and no minor races. No one has the Instant Communication tech. I can't get it for a trade from anyone and I have not researched it yet. This is puzzling me! I have two save games that show

11 Replies 564 Views

oops, I meant morale. must be a freudian slip or something. yeah there's a baseball player named Stephen Morales that is with Texas Rangers, there is a famous politican named Dan Morales in Texas, and there is a ghost town named Morales in Texas. I wonder which my sub-conscious mind was thinking of. :) Morales is also a common Mexican suraname, I think. ~SDC~

4 Replies 436 Views

When you think about it, morale translates into size of population as population stop growing when morale gets to 50 in the long term. Taxes affect morale and morale affect size of tax-paying populations so there is a long term balance between taxes and size of tax-paying populations. If you keep taxes somewhat high, you get smaller tax-paying populations that may generate less income as you would got from larger populations with lower taxes and vice versa. This balance changes time to time when

4 Replies 436 Views

Cyzada: I do believe I am in contact with every races including the two minor races, the Alexians and the Carnoids. I have explored the entire galaxy already and it's relatively early in the game and I have not received any messages about new minor races appearing and all planets seem to be accounted for on the map. If a new minor race appears, I should be able to see their inhabited planet on the map. I don't think that's the reason. Star Pilot: So you're saying there's a 'creative d

11 Replies 564 Views

50% diplomacy worked out very well with the strategy that I tried with great success in one of my old games against all-normal level AIs if I recall correctly. I went straight for the early trade goods and especially the diplo translators for 20% more diplo bonus. I got the AIs to pay through the nose for the trade goods and some techs thru long term leases. I got filthy rich quickly. I acculumated about 30,000+ bcs early in the game with 100% spending, and I must have ruined the AI economi

39 Replies 2,514 Views

I believe it all depends on your military bonuses. You get them from different sources, including free goodies your survey ship find, the starting race abilities you pick in game settings when you start a new game, starbase upgrades on military bonus resources, shipyards and whatever structures that helps your starship bonuses on your planets. I had situations with my beefed up corvettes, with 100% hitpoint bonus plus other bonuses (bonuses from war party and starting race abilities) wiping out

21 Replies 1,209 Views

In my current game, version 1.02.49, medium galaxy, all bright AIs, the Drengin AI got hyper warp tech without the prerequisite tech, antimatter, and tri-something alloy without the prerequisite tech, high density metals. No one including me but the dregins had those mentioned techs and as far I know I am in contact with every races there are in the galaxy. This is not the first time this kind of thing happened to me. In another game I played, the dregins got the space miltarization tech without

11 Replies 564 Views