Cheers guys, good food for thought.
stonberg
Hi all I had three really enjoyable games and two complete stinkers in last Saturday's newcomers tournament. In the second crash 'n' burn game, IIRC I'd built some electronics plants and also had some steel mills. When mousing over these active buildings, it became apparent that both types were making a net loss. Not ideal. However, when checking the reactor, farm, glass and chemical building icons, all of those also seemed to be loss-making.
I'd be happy to sub if you still need some, don't have anything in particular planned for next Sat evening.
Thanks for the reply. Pollina signed me up yesterday following my initial fumbling around in Discord :-)
I'm new to discord, so can't see an obvious way to use that to sign up. I just see bouncing exclamation marks and a message saying that I don't have permission to send messages in the information channel. Should I go to a different channel? Anyway, I'm interesting in the newcomer tournament.
I'm just a beginner myself, but I did manage to beat this mission finally (after quite a few attempts). I'd recommend watching both Soren's and Zultar's playthrough of this mission on youtube, especially taking note of the advice given by Zultar right at the end of the game, where he describes the approach that he would recommend, using the robotics corporation. A brief summary of how I played it through, based on Zultar's advice (from memory so might not
Thanks for the replies folks. Sorry, I didn't make a note of which corporation I was playing as at the time. In general, would you use the information shown by the building icon to determine whether that was a profitable resource to start making? I've finally managed to beat Managing Expectation which I'm q. chuffed with, thx to Soren and Zultar for their example videos which helped me a lot.
Thanks for the reply :-) I knew about the auto-sell which I've been using, but the sell stocks option info is really useful ta. I do have another question if you don't mind, about the net profit indicator shown when you hover over a building, or the building icon you click in order to build it. I'm not sure why the net indicator is so different in these two cases. e.g. hover over active
[quote who="OffworldDermas" reply="1" id="3641149"] If you attempt this and fail (ie they defend themselves in time) you should definitely sell back out of them and use the cash to invest in something that will make you more money such as an offworld or technology/upgrades [/quote] I didn't know that you could do that, in fact I don't know how as I've only seen a 'buy' button in the UI related to players' stock. <
1. Sounds like you're expecting Starcraft-like behaviour. I really dislike this; it's a matter of personal preference really, not an objective problem. I want shift- to add the group to the sum total of selected groups, not actually add the already selected group to the shift'd group. The reason being I think it should be ctrl- which creates a group, not shift. e.g. I have a ground army and some bombers in two groups. I wan
In my experience, the ease (or not) of beating the AI is heavily map dependant. The easy AI on the proving grounds or fringe, for example, is much easier to beat than on less 'linear' maps. The way the AI expands is very different on those two maps from larger maps with more complex node inter-connections. It also helps to have the map uncovered rather than hidden if you're struggling against the AI.
I'm pretty used to using camera locations to move around the map, so hopefully it will happen at some point. Until then I'll keep using control grouped buildings as a substitute.
Hi all Does AotS support camera location hotkeys, or are there any plans to implement them? I tried doing a search but nothing obvious popped up. TIA :-)
Thanks for the replies folks Oh well, the endless cycle of building upgrades is a large part of why I stopped playing GC II. Nothing has really changed in III, I got a fair way into my first game then had to stop. I'll not be starting another. It seems a bit of a shame to me that Stardock had the opportunity to address many of II's shortcomings but in essence have produced exactly the same game; Infinite Building Upgrade Simulator...III.
Is there a mod which allows buildings to be upgraded through technological discovery alone? In particular, factories and research laboratories. For instance, you research the technology which allows upgrading basic factories to xeno factories and as a result, they are upgraded. TIA :-)
Thanks! Plenty of food for thought there :-)
I thought good things came to those who wait..? ;-) Thanks for the feedback on the Nightmare AI; I played a skirmish game against the Hard AI yesterday and managed to win that, although in a subsequent 'Tournament' Hard AI game I got squashed. I've been reading through a lot of the strategy articles on the forum, very helpful ta. <p
NAT (Network Address Translation) is what your router does to route IP packets from the outside world ('internet') to your local (LAN-side) network, and visa versa. Basically, it changes the IP address in the IP packet headers. Routers generally run some-unix-distribution-or-other as their Operating System and often have BUGs in their network stack. So it sounds like you ran into a software BUG in your router firmware which wi
Cheers guys I think I just got a bit confused about items; I guess that I must've filled up all 5 slots which prevented me from buying any more. It might take me a while to win against the Nightmare AI, although I do need to step-up from Normal already. Out of interest, does the Nightmare AI cheat (e.g. like the Insane AI in Starcraft 2)? I'll take a look at the custom/multiplayer games in the not too distant future, I may have talked a friend into buying
Hi everyone I'd like to take this opportunity to introduce myself and say 'Hi' to the Demigod community. Yesterday was in fact my first ever MOBA game of any kind. I'd been somewhat put off trying LOL, HON or DOTA etc. for a few reasons; no AI to practive against/use to familiarise myself with the game, from what I've heard the player base can be somewhat less than friendly towards inexperienced players and lastly, I'd watched a few of Total
I know trade ports work better in a chain (an unbroken chain). Is the same true for refineries and their ships? TIA
Aye, that'd work :)
I like hangers w/ Fighters (when playing against the AI) as they totally own pirates, leaving me to concentrate on other matters i.e. taking out the AI opponents with my fleet(s) which are not otherwise distracted.
[quote]I hear from about half an hour for the very shortest games, to about an hour and a half to two hours for most.[/quote] Thanks for the reply, that's quite a bit less than I'd thought :CONGRAT:
This is the one aspect of the game that drives me a bit nuts. I experience the same problems and also sometimes ships being produced make their own fleets without me even telling them to (esp. when creating lots of craft after a cap increase). I think the design is back-to-front. The 'auto-join fleet' option as applies to individual ships doesn't make sense, especially when they invariably go and join the 'wrong' one. It's also too fiddly to control when creating lots of ships. What