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!
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