I just got done i gigantic with too many planets. I was getting OOM errors every 4-5 turns at one point. I cursed myself for changing the planet settings to be too dense. Now, I've started another game with probably 1/2 the planets of the last thinking I wouldn't have problems. Nope. What I'm beginning to correlate in my head is that, a few turns after you start taking planets, the memory problem seems to creep in. The funny thing is in that first game,
gallagher118
[quote]Or TA, for that matter. [/quote] Well I can understand not going that far... At least not until it's officially out, and some of the basic problems of DL and DA seem to have been resolved. (which from reading the forums, I don't think will happen)
1 hp rule = stupid... signed signed... If making ties or mad is hard, I'd vote for a coin flip for the winner. That way exploiting this wouldn't work so well. Oh and it's not entirely an exploit, for those who say "just don't do it"...
So mumble, is the a DL game? Are you ever going to try DA? I went back and played DL a few months ago, and I must say it was incredibly easy. DA has it's share of issues, but I think you'd enjoy it since it is much more challanging.
Nothing from the other Orcas, of course if they're not playing or checking the forums it's hard to get a hold of them... I have a feeling they'll come on board. It's just a matter of them picking the game back up one day... Anyway I'll probably be able to wrap up a 110k+ game this weekend.
[quote]What I've also noticed when using the most-defense ships is AIs NEVER counter-designed them, despite they had the approprate defenses, and my ships (large hull, 2 harpoons for 6 attack - 2 hits min with Luck, 80 defenses) were really easy to counterdesign. I explain that with ship's next-to-nothing firepower. AIs probably "thought": why bother with defenses when he has so low an attack? There's a LOT of AIs' tombstones with that epithaph. [/quote] I've had the same thought,
Um... Seriously all you defense haters... Try it out. Once you get some resources going, defense is the way to go. Granted if the AIs are building 400 attack ships, then it doesn't work so well. But most of us are not playing suicidal. The reality is 100-150 points of the right defense X military bonuses == invincible ships, even with fairly weak offense. Take that along with using the evil beam, plus how easy it is to get top level defense. Then the real gravy is,
One thing I've found for out of memory, is not letting it actually happen... I play with auto save set to 3 turns. Superstitously, I don't like it to save too often. As soon as I see the graphics knock out, I finish the turn (not hit turn tho...), alt-tab out, alt tab back in, and then save. When I say graphics knock out, for me that's the white box of doom that replaces explosions, or the other favorite, the mangled background for invasion. Alt-tabing out frees up e
Come on folks, try to punch in some games. I just joined, bringing with me 1.3 million points. I'll try talking some of the Orcas over as well. Second is in reach.
Maybe the bugs would get squashed, or at least least the rampant introduction on new bugs would slow... Ah. That's a bit harsh. Perhaps with anything truely good/invovative/different there will be problems. (Just wish the focus would come around to cleaning up the great work that's already been done.)
It's not cheating, it's just affirmative action...
[quote]"Mr President, our scientists have just discovered zero-point armor! Our starships will be impregnable!" "That's wonderful news! Begin full production immediately" "Yes, Mr President. However, we do have some bad news. Due to cost overruns and nostalgia, we will be forced to continue to make our starbases out of tin foil and corrugated cardboard." "What?!" "Yes, Mr President. Oh, and save the tubes from your paper towels. The starbase mass drivers need to be re-aligned." [
What's strange about the penalty is it actually limits play style. Imagine what the game would be like if fighting wars was really really expensive. You'd have to save up a bunch of money before going to war. Then after a little while you'd be hurting if you didn't plan it right. (real life war seems to work this way) The game would be much more interesting with this sort of economic effect. As it is now there is no reason to ever save money. (at least on larger galaxies.)
Something perhaps easier, would be change the popups into boxes off to the right. (like ship build notifications.)
[quote]Upgrade AI properly[/quote] Agreed, but when the hell is that ever going to happen? I would think adjusting the mechanic the AI is already using would be easier. (granted not perfect, but at least a start)
It sounds like TA has wrecked my favorite race. Much like DA wrecked the Dregin. Does this flavor/mechanic make any sense? They're bugs. They should have some sort of hive building that boosts pop growth, and should have some sort of farm. They're freaking bugs!! They're ants out there that manage their own fungus farms, why wouldn't the thalians be capable of farming? On top of that, weak soldiering? They should be awesome soldiers. (starship troopers...) If y
My lord these posts are getting longer and longer. Again I say "why even discuss this?". Is stardock actually listening? They seem to have taken the stance that defenses shouldn't be enough. That they are mearly there to keep a pesky single ship from blowing it up. To that, I say fine. If that's the way they are, I won't use them, and anyone who understands the mechanic won't use them. Unfortunately the AI isn't so smart. It will continue to waste resources on sta
Does any of this really matter? How many posts have been made pointing out how the game could be better, or this should work like this and have actually caused the devs to change the game? Starbases have been out of balance since DL. From the lack of response from stardock on every one of these similar posts, I doubt anything's going to change.
The other thread on this I think got a few good ideas out in the open. 1) Allow multiple constructor modules. (probably force you to use them all at once) 2) Get rid of offense/defense modules. (make them upgrade without constructor) 3) Give better visual that a base needs more development. (for resource bases, show a number or something that lets you know you need more constructors to get full bonus) 4) Give some sort of starbase summary page, that let you easily fin
[quote]That is the base reason I don't think combat modules will ever be the equal of mobile ships... you can't ever attack. Indeed, I hope when Brad reworks the AI for TA he includes giving the AI the tactical decision trees to just ignore unimportant, over defended starbases. Seeing as they are doomed to be worthless no matter how strong they are, why get worked up over it?[/quote] I think this fact alone, if properly addressed could do wonders for the game. If you look at Ma
I don't think there'd really be any problem with uber powerfull starbases, just like castles, walls, forts in the past. Just go around them. The only problem is for resource bases, you get a bonus even though you might not control the area. The solution is to make resource bases have to ship the bonus back to a local planet. If you can't defend that supply line, you don't get the bonus. The biggest problem with the current setup is that is not worth using, and that the AIs
[quote]You mean people actually build all those starbase modules? A fully loaded starbase is just an expensive clay pidgeon. It already takes too many modules to upgrade a starbase to an ineffective rating. Another level would only compound the problem. Increasing the effectiveness of each module by about 100% *might* make it worth the effort. Cut the number in half and I might actually build one up. In the meantime, I'll just protect them with fighters like I always have.[/quote] Right
As previously said, small hulls are pretty much cannon fodder. In DL, they were effective and probably somewhat cheesy since every ship only got a single shot at an opponent. (So if your 12 small hulls can wipe out his 3 massive hulls in a single turn, you can only lose 3 ships at the most) With DA, each ship can kill as many ships as it has weapons. Which generally means those 3 massive hulls will win. Once you add in some defense, the balance goes heavily to larger hulls
Part of the problem is the huge discontinuity from 99% to 100%. Get rid of that, and problem solved. (IE make pop growth a continous function off morale) I don't see a big value in a "lock" for morale. Mostly because it is just an average, and you'll have some planets higher or lower anyway. (except 100% of course...) As far as the sliders, the thing I've wanted to have the research slider jump to +/- 1 week of research. So if you had some easy tech you wanted, when you we
CNTRL N is cheese. I don't use it. I'd rather have the map be generated something like I want. (With randomness obviously, and the chance to play from a bad spot too) Further you can control N all you want, and you will NEVER get a galaxy with say 2 main clusters of stars/planets (with some distance). There is always 1 main, and some smaller clusters sprinkled around. It just seems the options do not adequately provide the full spectrum of galaxy density that they should.