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Remit: I've been thinking about switching the Antarans off for the next game to see what the difference is. I probably won't turn them off forever, though, because they are part of the game. So far they have only slowed things down by destroying my colonies, but I guess they will add more unpredictability on higher difficulty settings. What I wish I could turn off is the leaders. They seem unnecessary to me and add some unneeded micromanagement to the game.
Why? There are only a maximum of 8 leaders (4 colony, 4 ship) and their bonuses can be game-changing. Colonies do have some micromanagement issues, but that's more down to the 1996-era UI not letting you queue up that many buildings (and auto-build being terrible).

I'd like to recommend this let's play of the game: http://www.youtube.com/watch?v=yhMDNj42tdo
Post edited April 12, 2013 by H2IWclassic
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Avogadro6: These are some good suggestions, I just want to point out that that some posters were suggesting to use Death Rays to kill their marines before boarding. That does NOT work in the GOG version. Not even Death Rays can kill marines on Antarans ships (or any other ship that uses Damper Fields for that matter).
I was wondering why that no longer seemed to work :)
I thought that change was already made by patch 1.3?
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H2IWclassic: I thought that change was already made by patch 1.3?
Ah I was playing a Mac version for years - then when it stopped working (MacOS classic) I didn't play for a long time. So I never saw that patch.
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crazy_dave: Ah I was playing a Mac version for years - then when it stopped working (MacOS classic) I didn't play for a long time. So I never saw that patch.
When you try to board an Antaran ship with transporters, the Damper Field will also kill a portion of your marines. I don't think that was documented.
Post edited April 14, 2013 by H2IWclassic