What exactly do these do? Also, does whatever they do decrease by distance from the world they are tied to?
emmagine
[quote who="Horemvore" reply="1" id="3744653"] Guardian - Kinetics Attack - Missiles Interceptor - Beams [/quote] Awesome. Which weapons of each category will they get? My best weapons? Basic Weapons? Or my best weapons that don't require special resources?
It's been quite a while since I played, how do the different fighters chose their loadouts now? It isn't clear in the tooltip for the fighter bay or the tech.
I posted in reply to the dev topic on the steam forums. I could say "go read it there". But that would be obnoxious. I will preface this post with saying I'm an INCREDIBLY satisfied founder. This is not my attempt to complain, it is my attempt to help get the games steam user rating up. So without further adeu, gilding the lily, prefacing the preliminary, or other tired phrase.... 1. While your updates on the web site
are the tech tree bugs still there? For example, teching up precursor worlds drastically reduces their production?
research coordination center is flagged as unavailable in the buildings file. Omega research center is flagged as an upgrade for the 3rd era building from further down the same tech line. In other words, you have to build a building dependent on a child tech in order to build the Omega. As a result, researching this tech gives you nothing.
I'm really surprised at these type-o bugs. For example: The early part of the gravetics tech line is only available to knowledgeable trait..... and without knowledgeable Time Travelers doesn't have access to any of them. I'm fairly certain the entire line is supposed to be TimeTravelersAbility.... So easy to fix, but somehow over looked even in the hotfix. That said, this expansion is beyond fantastic. To me, ,this is gacliv's version of the second expansion o
[quote who="zuPloed" reply="3" id="3676668"] Quoting aerez4546, reply 2 It is kind of irritating and time consuming to create a bunch of "junk" civs just to log into a game and see what techs their abilities give. You know what's the funny part? It is not enough to do this. You need to have a certain comb
Frogboy, perhaps each administrator could remove the maintenance cost of the next most expensive improvement on the planet? Not an overly huge benefit, but would give a slight advantage and an incentive to clear one out.
I see. Needing to go all the way to planetary invasion, really takes the steam out of that wonder. I think the wonder should bypass the need for it. After all, according to the notes in the last post by (was it frogboy?), it was supposed to allow you to invade early, and I don't really see that with still needing to tech all the way down.
I built the wonder that gives me a general, and it gave me 5 legion.... How do I get these to my enemies planets? I do not see a component in the ship builder.
I haven't played in quite a while. One thing I've noticed in the last 6 immense games, is that I'm not finding precursor worlds on worlds that don't require the second extreme world tech to colonize. Is this an intended change? If so, is it editable somewhere? They used to be a bit too common, but now I'm not finding any at all.
Could we consider a toggle to allow starbase stacking or not at game creation? I understand you find this to be a fun aspect of the game. A great many of us don't though. The request a constructor option is useful. but in practice I have not found it to be that much better than building them and sending them to a rally point used to be. ( I can't seem to get rally points to work at the moment for them). If I'm playing competitively, and I would
Erischild: I'm not speaking about late game, I'm talking about mid game. Late game the numbers get absurdly insane. If you are not focusing your tech on reaching double up constructors, there are other technologies that may be taking precedence in each game. Sometimes it's viable, sometimes you'll get your ass kicked for teching out constructors. miniaturizing the modules to the point you can fit two helps alot with the spam, but in mid game it will on
They have already addressed this, back when the tech first went live. Since the worlds are randomly generated, sometimes there is no tile with enough land to be usable by the tech. Each progressive tech can convert a tile with less and less land mass, until the one that allows terraforming of multiple tiles (that one doesn't do as much as some of the 1 tile techs). I think a better way to address this problem is to make it more clear what can
The most recent changes to starbase construction, does alter the manner in which we spam constructors, (potentially) but they offer no real benefit. It actually took less effort to set a rally point next to the starbase you want to construct, and move it around as you complete starbases, than it does to utilize the individual request constructor option that is available now. The old way required slightly more clicks, but was also slightly faster as several o
I didn't mean to suggest they play forum members. There are plenty of people at stardock :)
The suggestion is simple. don't have the people doing the narration actually playing the game. Get however many people to play, and have two people doing the narration like you would at a football game. Give the people narrating the ability to show the screen of the active player. I think that would make for a very entertaining dev stream!
[quote who="peregrine23" reply="7" id="3520992"] Quoting charon2112, reply 6 Without diving into the xml, how does it work in game? Basically, it's a building that you don't have to place on the map. It costs 101 manufacturing and produces 5 Yor. <div class="quot
Title pretty much says it all. The description for the building / tech says upgrade multiple low quality tiles, but in game it only lets you upgrade one tile.
I'm not sure it's too late. Remember, starbases originally weren't added until the last stage of beta for their original appearance. While I will certainly accept a developer stating there is no time for such a change, I don't believe our limited understanding of how their code is structured should allow us to make decisions about what ideas we should share with them . Either way, I would be happy to see this implemented with DLC too. Being a foun
It isn't just an issue of unfun. It also isn't sexy to have your galaxy map covered in constructors. @Gilmoy: As far as microing for 20 minutes every turn, that's one way to play. the gain you will get from micro'ing colonial production each turn for each colony so you don't get production over run, and putting the rest to economy or research might get you a noticeable edge in the early game. Late game due to overrun not being los
I love starbases. I've loved them ever since they got added at the last minute to the previous iteration of the game. That said, I believe they are clunky in current (and previous) incarnations. I have a few ideas that would resolve it, so here they are. To start with: The Problems: - Star bases require more micro management than colonies. A properly starbased colony is 2x as effective as one that is not starbased, particul
I'm only going to answer the 3rd, because to me, the other two depend way too much on the game in question. The thing I like MOST in a 4x, are the game breakers. The things everyone could do, but were awe inspiringly powerful. MoM will always be the greatest in this as far as I'm concerned. The huge powerful spells that were so very strong. The really good blue counters. The big wyrm's for green combined with flying... creating massive voclano&
all of these issues were addressed in the latest devstream