Issues (Endless Space)
Email questions, how can I help you...and others too I think will support))other Unknown
Right, that's right. Want more armor - rock section of the same name. The auxiliary section has features to increase HP, high repair and increase damage and some security settings (this paragraph is based on existing protection and uvelichit or in % or a number) and others .
I go into the game choose a faction and press play, here comes this crap and the file 3DMGAME.ini I don't found what to do????
Stars 80 max or something can be done? 80 is very small, especially for the game Infinite space.
nuAHuct
The first option is to increase the number of production(cogs)
The second option in the right branch there are 2 studies with brown triangles that open AI workers and self-sustaining city - improvements on the system, which reduce each by 20% the cost of improvement gears
People help I don't know how to fight I pojavljaetsja the window with the force but there are current shows my strength and kogod complete the course that saveset please help.
Yber
The battle is in 3 stages:
1. Distant battle - rocket attack (better to use the card amplification of missiles or the defense against missiles, well, maybe on the situation, depending on enemy )
2. The fight at medium distance in the course are lasers, and missiles continue to a shootout :) (there is a reason to use something to enhance the lasers, or protection from them, well or repair the card)
3. Melee - in addition to lasers and missiles in progress already, and kinetics
There are cards of different types, all are not listed (can't remember), but they are divided into different types (engineering, attacking, defense, sabotage, etc.). Certain tipi nervada other types of cards: attack - protection, sabotage, engineering, etc., but some just do not nerf the map of the enemy and amplifies your card.
(Windows are opened mostly in the right branch of the tree and the top branch)
As already mentioned, the battle is in 3 stages WITHOUT a BREAK, tobish cards need to have time to choose before the start of each phase(stage). Cards can be selected for all phases.
To start the fight you need to fly in to the enemy, or if he came to you and press attack button in the pop-up window or click on the fight in real time or automatically, to complete the course is not necessary(it will not be completed.
Please podskazhyte how to install mods, the Modding folder in documents create and they still do not see at all((((
Windows 7 Russian. Release from R. G. Catalyst 1.0.45.
Probyval and Cyrillic account name and account on latinice.
Podskazhyte what to do?
Good time of day.
such issues go to the game popping up such a thing
well I decided to ignore and started playing when I started to fight after a couple hours of play it became clear that I climbs yet here it is....
before populate that would pull proper on the fight itself...
well, because out here it is....
watched ctot as it should be, it should not be help pliz)))
I do not know how to rebel at the same time and from the expansion (-117) and overpopulation (-19)? No happy buildings is not enough.
Hello!!! I'm new to EndlessSpace!!! But when I turn on the game I have the cursor disappears!!!! I don't know what to do????!!!
Accumulated a couple of questions.
1. What affects food and its slesak?
2. How to increase space in the Academy?
3. How to paysite fertility?
1 regarding the errors. Most likely you have installed or a bad game or something like that if it throws an error. Check drivers, download something the installer is MB and you are lucky.
2 torrents mostly walking but with a bug of the cursor (it looks just can't find a picture of drawing of the cursor). The solution is simple, minimize it (alt+tab) and then expand again and keep the mouse in the end you will have a regular arrow mouse in game, everything is fine. Yet there is a problem with the sound (it is not), only then would suggest to download another version or try to install to a folder without Russian names.
3 a Little about the game, as I see it. Thanks to all who overcome them, will try to illuminate different aspects of the game.About different maps, technology and other things, try to figure out if swung to the foreign version, but do not know the language, download Russian. About the maps I have already written above, there seems to be all clear.
Technology 4 branches of military (upper), technology, oddly enough(right), outer(lower) and social(left). One branch contains the technology which gives scientific victory, the rest of the technology, making it more accessible, because without them it is extremely expensive and easier to first study of odesilatele and then herself. All the branches are equally important and therefore suggest to study the technology on a circle, as the farther a technology is from the center, the more expensive it is.
The military as a whole contains a variety of military technology - missiles, guns, technology of descent (allow faster capture system), security technologies (both for vehicles and for systems (help the system to resist the takeover longer until your fleet will not fly up and will not kick the invaders on the ear)), technology increases the time ships and the technology of building better and more experienced ships (they build more HP and accordingly experience).
Technology includes research to develop industry and science. And a variety of bonuses the ships are not war-related, such as the engine module and repair. And yet the volume of what you can cram into a vehicle(important in military technology, as they provide the ships with the greatest advantage). A simplified example, if 1 ship fits 2 guns, and the other 3 guns and protection, which ship will win? I think it is understandable ). The crown of branches is technology opening scientific victory.
Space includes technologies associated with space.For example, allowing you to colonize planets and terraform them. Oddly enough, not the most important thing. Why? Then, when more detail will tell about the planets.
Now on the important. It allows to build new models of the hulls of ships, (each building has different bonuses like lighter weight weapons or protection and so forth, is Very important. Why? more on that below.), to make global improvements, and also improvements giving bonuses to the speed of movement of the strings in the warp (free flight). They are crucial in increasing the speed of ships, as they give a tangible bonus to speed all at once. Modules improve engine weigh a lot, and each barrel and the protection module in the battle can play a crucial. (Oddly enough, but the speed of the vehicle do not affect combat performance). Another here you will find a very important technology to reduce dissatisfaction with the expansion (this is the dissatisfaction will bother you the entire game, not allowing them to develop as attempting to develop further, you'll see just what your settlers are on strike and don't want to do anything. EPPN-FOOD,INDUSTRY,DUST(MONEY) SCIENCE that produces who do not yet know, food affects the rate of increase of the population - the more the faster breed colonists, but if the value is negative, they are dying of hunger, the industry is spent on the production of ships, improvement and terraforming, dust is spent each turn on the maintenance of fleets and improvements, it is possible in 1 turn anything to repair, build, modify ships of the same class to the most modern models and it can be traded with other empires, if the balance is negative will proizoidet economic proygrysh - the angry colonists will tear apart the Emperor that left them without panties. Science is spent on researching technologies, the farther from the center of the technology, the more expensive it is. The cost of technology is seen at the bottom left on the window technology. In striking systems EPN will drop to almost 0, making them useless, and strongly toss you in development. Yet there is a technology study of the moons and the elimination of harmful anomalies of the planets (very useful, since anomalies usually affect the mood in the system and the mood system is the most important factor on which to develop).
The crown of this thread - the technology for building wonders. The technology itself is not very expensive, but to build the wonder is very expensive. In addition they will need 5 in different systems. By the way, this victory is quite possible, if you are not a warlike race, and your opponents, just more successful in the military, you may want to make peace and to quickly circumvent all these by the way.
Social branch, oddly enough is the same important as the other. Some of the technology here is not so important, but others are almost crucial. If you are a pacifist and will try to win without fighting, you are critical technologies to develop relations with aliens. 2 reservations on the complexity of the rule without military conflicts of the play will not work, because your competitors will have a more advantageous system and quickly get ahead of you in development, of course, if you do not get them to move. And besides, there is a fun race eaters (local Zerg), which cannot be further diplomatic relations of the cold war. Given their features, they 100% will fight with all, to whom to reach out (playing them just need to grab a new system because the old gradually dwindle and become not very profitable) and at the same time if allowed to evolve will be very strong militarily (they have racial technologies allowing to build huge fleets in the 24 Command Points (6 largest in-game ships), who will distribute to the nines even more technologically advanced fleets. Zerg rush, where without it). You can of course try to create an Alliance of everyone against them and then probably disassemble them into pieces, but this is for ardent fans of diplomacy and perversions. Diplomacy in the game is quite difficult. On the one hand the diplomatic action is not so much, but how will behave the AI in diplomatic terms is affected by lots of factors, how many points you have (those who is love) to those who have them in the neighborhood.
Trade is pretty useless as to win you must be strong and to populate the most profitable system, and this will quickly lead to the first wars, and then to the fact that you are stronger than the others (unless of course you win in these wars) and others do not want to do with you (those who stands out don't like, remember? =)). But as a nice bonus it is quite useful, especially when you are shortage of money.
Economic techniques are very useful, but are a little further shopping. More money - more fleets and their quick repair and upgrade, as well as possible for the dust to buy ships and improvements in 1 turn (yellow button in the screen construction). Upgraded and repaired the fleet in the fleets window, choose the desired, it needs ships and click on the button to improve or fix. Upgrade happens to the latest models of this vehicle. Therefore, I advise you not to remove model ships and create new, and modify old, especially because you can change everything except the case.
Agricultural technology is more important than it may seem. Food greatly affects the speed of population increase. And the greater the population the greater the impact of the system, the better and stronger you. So having a large population in the shortest possible time is very important, especially in the initial stages, especially since a key agricultural technology is cheap relative to the other.
Then there is technology which allows to increase the number fits in a single fleet. Why this is important is written above.
And here is a very important technology for improving the mood of the population. As a satisfied population - the longer you pursue expansion, to collect more taxes, the faster the population increases and the better it works (more APPN from the system).
I almost forgot about the technology increases the radius of influence the radius of the review of the system, the speed of propagation of influence in the system ( affects how quickly the system will be from the Outpost of the colony and how quickly someone else's system will be his)
Well, even the technology associated with the heroes - increase the number of places in the Academy and the speed of leveling characters.
5 About the planets - All the planets are divided by a certain class. To what class a planet is easiest to see by a negative to the mood it gives. As a rule each planet gives more than 1 kind EPPN than others. Earth-like-leaders in the production of food, and lava - in the industry. BUT! Despite the fact that the number of the population depends on the size, it also depends on the type of planet. On a tiny earth going to fit as many people as on huge lava. Therefore it is better to first populate the planet better and then worst. It seems to be obvious, but in the pursuit of rare resources and relevant indicator EPN you can forget about it. The only exception is the anomaly. The meaning kloniroval the planet which will strike and become the whole system? Also start the colonization of desirable system from the planet that produces more food, the number of colonists eventually outweigh the disadvantage in the industry. Better to colonize or capture system with lots of planets, they will later give a lot of colonists in 1 system, a large amount APPN and big bonuses from improvements, respectively. Therefore, the better the system the more planets the better type of these planets.
Terraforming is quite far in the space branch out and so by the time it is learning you 100% will advanced system and backward.
At a time to improve the planet 1 from that gives a -15 mood until the one that gives -10, then -5 and 0 respectively. The better type of planet to which you can improve the more it will cost and more advanced technology is needed. So the terraforming is very expensive. It gives a small bonus to all parameters of the planet, although it may modify its primary parameter APPN. For example, if the terraforming of the desert in the dry you will get instead of strengthening the industry, enhancing economy-weakening industry. Therefore, it is needed only in systems where there is already nothing to improve, and to build fleets is not profitable, as it is removed from the front.
6 About the fighting. Here the working principle of the rock-scissors-paper. There are 3 phases of the battle 4 walking in each phase (apparently, not to do number 3 magic =)), 3 types of weapons and 3 kinds of protection. A little bit about them.
Kinetics is a very powerful but inaccurate weapons. The main parameter is the quantity produced for the course shells. The more shells fired per turn the more damage it is, of course, a move will cause. With him starts the game but in the beginning it absolutely useless. Since it is inaccurate in phase 1 (ranged), the target fall to 30% of shells in the 2nd phase (middle distance) - 60%, Oh and straight into the bull's-eye falls 100%. Why is not profitable? Even the AI just to make sure you did not live up to the melee phase and are unable to cause serious damage. So if you select the kinetics you will have 2 combat phase stoically endure the blows of the enemy, to the last to recoup in full. Usually the whole fleet doesn't live up to melee, and then he lacks the power to defeat the enemy. Here at the end of the game large ships and the rapid-fire guns will allow you to shoot a huge number of shells per turn. For example, one of the greatest weapons fires a projectile 32 per turn in a big ship will get 25 of such instruments taking into account the loss of space on defense. One projectile deals 8 damage. Let's count: 32*25*8=6400. And don't forget that for the combat phase gun shoots 4 times. Even a third of that damage is quite serious. Especially if there is no defense, and it may not be, as this will be a very different fight.
Lasers - universal weapon. Ranged combat gets 60% 100% on average in the middle and again 60%. Did you notice? The kinetics for the 3 phase of the battle inflicts 190% damage from 300% while the lasers already 220%, not bad, huh? Protection from it is a deeper rest in the technological branch,as well, and the laser itself, so if you manage to start to get ahead on technology, you will mow down the enemy with a laser scythe. Here would be a victory, but a condemnation of the expansion will not, alas. But there is an expansionary victory, and have a military. The purpose of the military is to occupy the capital. If you have time to overtake the enemy, build enough fleets to break through to the capitals of the empires enemies, a quick victory is assured, since the initial capital is usually the most developed system. But, alas, not on the maximum complexity. Challenging AI is able to distinguish a system on profitability and invested no capital, and in the best system, and the capital is never the best.And so expect that while your fleet is to seize the capital, with some margins suddenly appear and Armada will be to kill him.
A laser always shoots 1 time per turn, but the better the gun, the stronger the shot. In addition, the protection doesn't prevent the shot, and absorbs damage. When the damage becomes more protection, the protection is disabled. The most understandable, simple and convenient tool, although the most expensive in all respects (heavy, expensive to produce and study). In addition, the most sensitive to quantitative value - the more ships you have, the more damage and shields, therefore, the larger fleets have an advantage.
Missiles. Mirrored in the kinetics. Ranged combat gets to 100% , averaging 60% in the middle 30%. Why it is so unknown. AI early in the game 100% will focus on launch is easy to learn, perfect to post KINETICA of another approaching, until it became dangerous.
The rockets have great damage relative to other guns of the same technical level, but shoot only 1 time per combat phase. That is, the laser and kinetics can shoot 4 times while the missile is in flight. Therefore, the effects of approximately equal strength from all guns. ABOUT shoot down missiles. 1 missile can shoot down ONE missile per turn, i.e. You can meet situation when your barbaric enemy just shoots a bunch of primitive rockets and your super PRO, took a lot of space, shot down as she expected, but the rest of the rocket will rip your boat to shreds The level varies ABOUT some ghostly chance of intercepting a missile (which is generally unknown how to calculate), but the level of missiles is not only a chance to get around and ABOUT but damage. The experience of even primitive ABOUT good shoots down missiles at a higher level, it's all about quantity, the main thing that was ABOUT more than rockets. So again, it is important to have a numerical advantage and to seek a middle ground between quality and quantity.
About fleets. The larger the fleet, the accordingly, it is better to fight, the more damage the enemy is distributed on the shields of different ships, the more he deals damage, etc. Therefore, 1 a large powerful fleet will destroy a bunch of tiny, even if they are cumulatively 10 times more. The main fleet after the battle was intact. But there is one problem. Lost every vehicle efficiency of the fleet decreases, less damage, less protection and the loss needed to be filled. Therefore, the larger ships are more profitable - so they don't have bonus seats to the guns or protection, but they will stand under the damage where the smaller boat will fall apart. Also small ships to distribute damage around the enemy fleet, and large direct all firepower on one ship. Because 1 ship firing at 1 enemy. When all the enemies are already occupied and starts lap 2. So 2 large vehicle smash 4 small, even FOR and strength of the fleets will be the same. Large ships will knock out the enemy one at a time, reducing its power a little will distribute your damage shields both heavy vehicles and was not able to knock out them.
To equip even the largest ship of all forms of protection cannot, therefore, against a powerful enemy is to have even 3 and 4 fleets (and this is in the same direction.) Why 4 and not 9? The kinetics we have rejected for obvious reasons - it becomes strong in the end and not the fact (suddenly you lasers the same level and you will not snap worse). Therefore, we do not need any kinetic gun or protection from the kinetics, we just knock down the enemy's damage did not let him. It is also possible to stay 1 type of ship - lasers with protection from missiles. Here it is necessary to your damage with lasers was a lot more damage to the enemy given his shields. Yes, some losses will be, but to have only 1 fleet in 1 direction (may 2 to reserve) significantly cheaper than 4, combat of which will be only 1. The main thing that was ABOUT enough. After all, no missile defense against the missile troops, the Navy will burst after the first combat phase.
7. Heroes and improvements. Heroes-administrators enhance the production in the system and improve the mood of the colonists. In his own way- moving the improvement of the system. At the same time, those that enhance science and profit (corporate) not improve the mood, and the benefits are much less. Industry can be directed in the economy and science, but not Vice versa.
Improvements are adding a certain number EPN directly, increasing the efficiency of colonists (+to APPN in the unit of the population) and reinforce EPN in%. And % is calculated from total number of existing EPPN given EPPN from other types of improvements. Improve usually only one option from the 4. Accordingly, at the initial stage, those that add directly APPN give the most powerful bonus, since the total number EPN in the system is small. Later the best are those that add in a unit of population (the population for many, and full EPPN still a little+ don't forget that another bonus will be increased interest improvements), but in developed systems with large APPN cent improvement will have a huge effect. While in a developed system of direct increase EPPN will be a drop in the bucket. Heroes depending on skills are the first and the third type of improvements.
Commanders reinforce the fleet more in%, making the damage more, and protect more durable. As much enhance the usefulness of the amphibious fleet. Even give a couple good cards that greatly increase the chance of a critical, or increase the protection. The pilots also give a bonus to the fleet, but no bonus to the troops. But they have a wide selection of cards, enhancing the fleet at times. For example, a map of a curved gravity gun allows you to strengthen the third, when the defense of the enemy is reduced by a third. Just expanse for laser. Pilots - the best naval commanders when the commanders will quickly grab feebly resisting the enemy. Crooks have a couple of interesting cards, such as card illusions multiplying fleets and help to delay the damage of the enemy on the illusion (if you're lucky) and generally as useful to the Navy.
Seems everything. If it is to read a little bit of thinking you can overpower the maximum amount of AI even on the hardest difficulty in the largest and most difficult galaxies. The most difficult,in my opinion - dosing with the old stars with a small number of anomalies. Good systems a little, and your sleeve will be even worst (remember, complexity is the maximum). Most good systems will be in the Central core, but should have it as you will become enemy No. 1 for all, so as you begin to let them develop. And all at once. And you should give core you will lag behind in development. And the farther, the worse. And maneuvers are limited romanescu galaxy. You can say, the battle of the spiders in the Bank, a kind of Deathmatch games.
Overall, the game is similar to Master of Orion, but a lot easier. There's a whole heap lookup and awkward menu obscure system research, and more. Overall the game is much nicer, and much prettier. The only drawback is the card fighting system. And so I wanted to personally sail spacecraft the universe =). + Still promised spying, system of planetary fights and intelligible ground army. Therefore, Master of Orion, though scary in appearance, but much more detailed and functional.
In the social branch have the technology to increase the number of places in the Academy and the influx of experience to the heroes, although they are far away in this thread.
But still, many wonder how the computer ahead of them. I also long wondered, especially on the highest difficulty. A casket is quite simple. 1 Need to take the most advantageous system, preferably leaving a side a disadvantage (less crying about the expansion will let them vrazhina suffering. The only caveat - it is important that your Empire was interrelated, that is still some way connects everything together should be. For reasons of a convenient defense to take system is not necessary. Easier if you are attacked from lock passages, and at the same time to simultaneously capture still and enemy rubble.
2 Not allow to stand EPPN - populated in the system until it stops farms should not be, in systems where there was nothing made the industry better replaced by science or babourine. + watch now more important to the system to increase the population or is it to build a couple of needed improvements. On the other hand, in systems where there is a good planet is not polluted anomalies always build some farms to repopulate it quickly. The result is that all systems evolve according to the principle of the farm-industry-science. Only the most successful in the position, the number and quality of planets the system is left under the forge fleet,the soot on her character, immediately pumped into the industry, if you want to increase the fleet or to build system improvements, and the food may brings the hero, the benefit of pumped hero gives huge bonuses to food. Also - the hero+ pricechannel system + the fact that there are a couple of moves can be built with a full fleet makes it almost impregnable. But just in somewhere in the distance the ranks of another, is a major source of science/money, and if you forge the block, and for the Navy will be an important resource, build the liberation fleet in the insuring system.
3 to Monitor satisfaction has always been on the level of enthusiasm - value systems biggest+ colonists breed like rabbits.
4 try to keep the balance near 0 - the law of Economics, much of it going anywhere. Or to reduce taxes (+to contentment and science) or to build fleets and go to war. Although small, suggest to accumulate fat reserves if you need to build or improve an emergency.
5 . It is often easier not to modify the ship and build a new one. Money is pretty scarce resource, when as an industry are quite affordable.
6 Heroes help develop good Empire, especially at the start (There is much different from the Pilgrims in which heroes start with LVL 3, which makes them killer race from the start).
7 If you are a discoverer system that gives you a bonus, from the experience of the hero, to free technology. System with bonus marked with an asterisk in the square above the system on the map. Therefore, it is desirable first to open the more systems and get more bonuses. To do this, preferably as soon as possible to pump Casimir, to move freely through the galaxy and to build researchers without weapons and shields, but with improved engine to quickly uncover the map.
8 PC is still a bit of a cheat. But you can still show strength and intelligence to beat the AI without cheats. Just follow the points vrazhiny and start a war with everyone who gets to your level. You or even a post especially eye-catching to hell, or if the upstarts are many, and little fleets away from vrazhiny a good system, and then to enter into the world taking a couple more that will put a cross on it in the future. And to be on to the next victim. The main thing is always to be ahead and to properly develop and equip the fleet. I mostly use lasers with the PRO with the largest ships and the maximum number of ships in the Navy. Always rolled, except in one case when I lost pilgrims eaters and they eventually flog was much more powerful than mine due TO the huge racial. In the end, 1 the Navy had to change its 3rd. In General coped with difficulty and pumping missiles. 50 to go came to pass for 1,000 eyes to the 110 already over 2500.
avegatm
Can rebel from anything, but the level of dissatisfaction from the expansion of more than 100 it is just too much. Don't start a new war and try to study technologies for reduction of dissatisfaction with the expansion.