Home » Stars! 2.6/7 » The Academy » Planetary Scanners
Planetary Scanners |
Mon, 10 October 2011 08:33 |
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Oskatat | | Civilian | Messages: 3
Registered: October 2011 | |
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i may have missed some things, but i did search this topic
I dont know which version i am playing, i got it from a friend, with a message "if its enough fun for multiplayer you may have to pay"
and while i do think this is they kind of game i like, with a bit too much micro management especially in the early game, i do wonder... Can I build planetary scanners on my colonies? I havnt seen anything like it in the build Q. I browsed the wiki back to front and couldnt find info on it, so I'm asking here. Do I have an old version or am I missing something
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Re: Planetary Scanners |
Mon, 10 October 2011 09:29 |
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http://starsautohost.org/kn2050.htm
for getting the latest version 2.6jrc4
Quote: | STARS26JRC4.ZIP is the complete J RC4 beta exe file ( English-registered shareware) that is being used on AutoHost.(Stars! 2.6)
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For getting the serial, you have to contact Ron who provides a working serial for a small donation (I think 2$ or so.. not sure), or get someone who has stopped playing stars to share their serial number with you.
Do keep in mind the same serial can't be used in the same game by different players, due to inbuilt game protections.
When you open your present version of stars.exe (or variation), you will be able to check the version on the splash screen.
Generally speaking, you can queue up planetary scanners from your production queue, unless you are playing an AR race.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: Planetary Scanners |
Mon, 10 October 2011 12:14 |
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heh..
Btw, just realised another thing you could check.. you need to have the tech to build the scanners. Check the tech requirement by going through F2 in the game.
version differences aside, welcome to the stars community and hope to see you on the multiplayer scene.
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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Re: Planetary Scanners |
Mon, 10 October 2011 18:11 |
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craebild | | Lieutenant | Messages: 568
Registered: December 2003 Location: Copenhagen, Denmark | |
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As Eagle of Fire says CA TT is the strongest race that can be designed in terms of staying strong for the entire game, and they are banned in most games because of that strength.
A tri-immune HE is very strong in the early game, and can be formidable in the late game, too, if they can manage to capture enough planets and hold them. However, a tri-immune HE has the disadvantage that their planets can only hold half as much population, and they cannot build stargates.
An AR can be very powerful in the late game, but an AR is very vulnerable in the early game, so an AR player had better be a good diplomat.
Eagle of Fire got a couple of things wrong, though. It isn't TT that allows the race to instantly terraform any planet they inhabit to the best of their ability, that is the CA PRT. TT only means they can terraform planets +/- 30% where a race without TT can only terraform up to +/- 15% - And in both cases it requires high enough tech. For TT it requires Bio 25 to get to +/- 30%, without TT it requires Bio 4 and 16 in Energy, Propulsion and Weapons for each of the hab fields. Since Bio isn't useful for much else than TT, most races don't research Bio before all other tech fields are pretty high. For a race that isn't CA, TT also means that terraforming is cheaper, with TT it only cost 70 resources where it costs 100 resources for races without TT. That is a greater benefit than it might seem at first glance, as planets with poor hab usually do not have many resources.
If you are new to the game, then I suggest you read the Stars! Strategy Guide, which you can find on my homepage http:\\craebild.dk, among other places.
Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild
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Re: Planetary Scanners |
Tue, 11 October 2011 11:18 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Welcome!
Oskatat wrote on Mon, 10 October 2011 21:36 | hit me with a mallet for missing the obvious
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Quote: | I got to admit this is the most amazing game for custom made races i ever seen. Its also simply amazing how much a bad design can throw your game, however good you play it
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That's why most everybody, veterans and novices alike, usually testbed their race designs before pitting them against others in a multiplayer slugfest.
Quote: | I personally favor better factory settings than growth, mostly cause i get frustrated on shipping out the new colonists all the time.
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Looks like another Hyper-Producer...
But pop management, as well as mineral management, is at the core of the game. They are the delicately balanced logistics that provide much of the strategy.
Quote: | i'm using a CA TT now, but i kinda heard/read its not accepted happily
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It is generally considered game-unbalancing, except when played by a sufficiently new player. Often CAs are just handicapped to tone them down a bit.
Quote: | Is there any setup that is slightly viable in multiplayer but doesnt require me to babysit every planet the first 50 turns?
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-f IT. CA to a certain extent too. Even AR. It depends on what exactly you mean by "babysit".
Quote: | dont worry too much about me not reading basic stuff, i tend to do my reasearch, but the wiki didnt say much beside it being possible, just managed to overlook it somehow
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The wiki is a work in progress. Use the magnificent helpfile, or even Search the old posts at our Usenet group rec.games.computer.stars.
There's plenty of into too at the StarsFaq article databases.
And of course, our highlighted articles in the Must Know section.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Planetary Scanners |
Fri, 02 December 2011 04:40 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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joseph wrote on Tue, 11 October 2011 09:59 | A good starter race is a -f race (ie you dont build any factories and invest the points in hab/growth/cheap techs) particularly if you dont like baby-sitting your planets for the first 50 turns.
A -f IT should be about the lowest maintainance possible as you can gate minerals and pop around.
Plan to attack early though as if you just sit still all the factory races will shoot past you in the 50s and 60s.
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I'd disagree with this. A newbie (like me ) isn't likely to be able to judge when to attack, and a -f is all about knowing when to attack. You can't react, you have to act first.
Races that are easy on a beginner, hmm...
- CA means no terraforming.
- JoaT means easier scouting and an easier start.
- 3i HE again means no terraforming and less scouting (yes, you need to scout mineral concs, but you still don't need to scout planets nearly as much). A race I made called the Mimigas is IMO one of the noob-friendliest races around.
- -f means no factories, but you have to be proactive, which can be an issue.
- AR means no factories, but then it bites you with the whole "remote miners" thing.
Oh, and OWW is, of course, the easiest sort of race to micro. Good luck playing one in a galaxy bigger than tiny, though.
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