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Old 20-03-2009, 02:08 PM   #11
Philos73
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@ Eagle of Fire

Aaaahhh! I can shoot at those darn lane blockers!! Will try that out. Wonder
what blocked my mind in this case. Already aimed at lane gates quite a few times accidentally. should have gotten the idea to try my weapons on the lane blockers. Just didn't get that idea.

Okay the ship stats display thing. You and I seem to have different battle tactics. I actually like a bit of a battle in this game. You just evade the battle - which is fine in terms of strategy - I understand it is possible to win that way. Still your strategy might be useful for some rare game where I really need to zip past the AI.

I do put quite a few lane drives on my ships if they have to get to a point
far away on the map - or if they have to go through a red lane before I have researched the lane destabilizer tech.

But one of the reasons I asked about this is that I like finding out more about game details in large 4x games - even when it is clear that Ascendancy is in no way as hard as MoO 1.

I noticed the various game displays reach their limits rather quickly. For Instance the planetary displays for research, industry production and prosperity reach their maximum state long before you have actually maxed out a large planet. Since you still get the correct figure when left clicking on one of the planet stat fields I figured that a higher amount of indurstry production or research would still be calculated correctly when calculating the totals.

There are other areas where the graphically displayed strength of a player maxes out. For instance in the intelligence display for the species. There is a maximum for the number of colonies in that display. Also the fleet strength of a player can be stronger than what this display can show at maximum. The correct strenght is shown in the saved games screen though.

So there seems to be a pattern throughout the whole game design that they did not make the displays to show the maximum values possible in the game but cut the graphics off at a certain point.

Using the weaker shields that consume no energy might actually not
be such a bad idea. Will try that out too.

Maybe I will still find out somehow if an amount of energy that exceeds the ship stats display is actually lost or still available nonetheless. The first question about the lane blockers was bugging me more than the second one.

By the way I now found out that the Antagonizer patch handles maintenance a bit better than the original maintenance patch. There are less structures built by the AI on wrong squares than with the "maintenance" patch - still not perfect but within reasonable range. Does anyone know whether the maintenance patch appeared earlier than the Antag patch? That would have given the author of the Antag patch the possibility to check the maintenance part in the other patch.

Thanks again for your answer Eagle of Fire - that cleared up quite a lot for me.
                       
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