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Re: Planetary Scanners Tue, 11 October 2011 11:18 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Welcome! Cheers

Oskatat wrote on Mon, 10 October 2011 21:36

hit me with a mallet for missing the obvious

Hit over head Twisted Evil


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

That's why most everybody, veterans and novices alike, usually testbed their race designs before pitting them against others in a multiplayer slugfest. Rolling Eyes


Quote:

I personally favor better factory settings than growth, mostly cause i get frustrated on shipping out the new colonists all the time.

Looks like another Hyper-Producer... Cool

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. Pirate


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i'm using a CA TT now, but i kinda heard/read its not accepted happily

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. Dueling


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Is there any setup that is slightly viable in multiplayer but doesnt require me to babysit every planet the first 50 turns?

-f IT. CA to a certain extent too. Even AR. It depends on what exactly you mean by "babysit". Teleport


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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

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. UFO

And of course, our highlighted articles in the Must Know section. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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