Re: Colony ships, for sale cheap!
In finite it takes resource from your pool and puts them back into the planet instead of just taking them away. I fixed the cultural thing sort of... I got rid of them. Mostly they duplicated bonuses on the cities. I made the cities about as powerful as equivalent level facilities, i.e. resource I intel I storage I...also I changed the resourece to solar generation and set it pretty high for the cities. One other thing I found it the "damage to kill one pop" in settings. You had it set to 1000. all That does is make all weapons do minimum 1000 damage. I worked around this by adding shields to all facilities. 250 for level I, 500 level II, 750 level III...with some exceptions. Resupply depots are 1000. Yards are 1000, 2000, and 3000 and cities are the same. This means it takes a big fleet to glass a planet and shields go up as infrastructure increases. Now if you can make an AI that will use troops and try to invade planets instead of just throwing ships at them it'll be pretty close to perfect. I tested 10 high tech escorts against a home planet and they couldn't take the shields down with wave motion guns... But this was a homeworld with 8 cities I think so that kind of balances. Remains to be seen how difficult conquering a less developed colony world will be.
I like the propulsion/mass relation. If only we could set ships with no supplies to move every other turn or even every 3rd it would make supplies an important part of the game.
To try and balance the higher cost of colony ship I had to set the solar gen on cities pretty high so it's hard in the begining to field more than maybe 3 escorts and 1 colony ship but that prevents massive expansion in the early game and makes building up a good planet more important
[ 16 March 2002: Message edited by: Rlaney ]
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