Savegame: https://drive.google.com/open?id=1OF3wAfcxkYbMqFxjAEeSiBApot6zrd_n
Chibiabos
Did the control to disable auto end-of-turn get removed from Retribution? Turns are ending outside my control now, generally when I'm in a window responding to a popup :/
https://i.imgur.com/K96mJTQ.png "Lasers" and "Enhanced Laser" unlock with the same tech ("Weapon Systems"). They both have the same attack (1), the Enhanced version takes more mass (17 vs 16 scaled), despite the non-enhanced "Lasers" having a description of being the "Cheaper beam weapon," they actually cost more (24 vs. 12, the only advantage -- and the Enhanced version costs Elerium). Several of the "enhanced" components s
Retribution seems to have borked this mod :( It was working just fine before Retribution, but now I don't see the repeatable soil upgrades anywhere :(
I noticed that the Altarian Social Matrix lists as a 'Research Improvement' ... but when checking to see whether it would get a better adjacency bonus on a tile with Rare Earth Metals which gives a +2 Research adjacency bonus to anything next to the tile, but happens to be adjacent to a Deep Core Mine (and not adjacent to anything else) which gives +1 adjacency to All Construction (but none to Research), the Social Matrix gets a +3 adjacency bonus; by contrast, the Xeno Research Laboratory on
Dear GC dev team: Please consider tweaking the UI by giving UI elements contrastive outlines or something to help make them visible, even when they appear over background that is of similar color/brightness. This screenshot of the > diplomacy control to cycle to the next civ for diplomacy is a good example; it is very difficult to see the > control due to it being white over the brightness of the background image. Thanks for considering this! <img
While there are several improvements that also receive zero adjacency bonus, I think its a bug because it actually displays it. I'm not adept at poking around in .XML, but my uneducated guess would be it receives an adjacency bonus so tiny that it rounds down.
The "Manufacturing Focus" tech has names vs. effects reversed; "Military Industry" increases Workers by two levels, which only affects social production; "Social Industry" increases Engineers by two levels, which only affects military production
Its roughly similar to Stellaris in that it is what you I call a "slow time Strategy game." Most might simple call it a "real-time strategy game," but its more glacially-paced (as is Stellaris) than most traditionally thought-of RTS games like, say, Starcraft. No need for high APM! Like Stellaris, you can pause and issue orders while paused. Its honestly not quite as grand nor polished as Stellaris, but the slow/glacial pacing is similar. Sins of a Solar Emp
Could you post a screenshot or savegame?
Very much enjoyed tonight's episode. 'Course the homophobes are gonna scream.
I prefer TBS, but acknowledge, as Brad mentioned, its an increasingly small, niche market. :/
Just out of curiosity, ribbiter-in-chief, what size galaxy do you tend to play on? Do you take advantage of the 64-bit capabilities to play on the largest maps, or are there too many demands on your time to play on larger maps?
The exact same fleet (with no ships destroyed, removed nor added to the fleet) has suddenly become visible again immediately after destroying one pirate shipyard. The fleet had remained invisible until this point. The immediate point of reappearance: https://drive.google.com/open?id=0ByxJB3KvvsoJVF9iOU5SUktpSEU
It takes a lot fewer ships to take out one enemy ship early on, they tend to only have one weapon type and one defense type, roughly one-third the total damage a shipyard can cause and completely vulnerable to two-thirds of attack types a ship yard isn't so vulnerable to. Why should a ship that's less than one-third the strength of a shipyard be worth 5 XP, but the shipyard worth zero?
For any resource, if the AI has none, they will greatly value a single unit of that resource 1 unit of antimatter to a civ that has none, the credit offer is around 80. 2 units of antimatter, the offer is 90 -- so that second unit of antimatter it values at 10 (this is approximate, the maximum credit offer the AI offers for the antimatter I offer). 10 units of antimatter, the AI offers 120 ... past that first antimatter = 80 credits, this averages out t
Shipyards may seem weak late game since they can't be upgraded, but they're kinda hard starting out since they have all weapon types and all defense types. Seems kinda sucky your ships don't gain any experience destroying them.
That'd be great, and greater still if the order of selecting colonies using the Planet Previous / Next controls on the colony view screen would follow the list order, too ... so when you double click a colony on the list, you can use the Planet Previous / Next controls to quickly proceed on the sorted Planet list without having to go back out to the list. If this is done, might want to add to the sorting controls the default Planet Previous / Next controls, which I think is the ord
If overhauling ship upgrades is not in the works, one quicker/cheaper fix could be to let the 'upgrade to' screen have the same all/core/user ship design template filters that the shipyard build screen has.
My fleet icon became invisible after adding a Commander. I have re-authenticated my files, re-loaded, still invisible. Here is a link to the save game: https://drive.google.com/open?id=0ByxJB3KvvsoJellVc3N2QTExeTQ
The Thulium Extractor is designated as a "Ship Construction Improvement." It doesn't seem to get any actual adjacency bonuses, but is designated as a Ship Construction Improvement. Oddly, it takes (judging by the indicators) an adjacency bonus from a Starport which gives a Ship Construction adjacency bonus, but not from a Factory which gives an All Construction adjace
So cheap they couldn't afford vowels for the name. And ... +15% manufacturing seems kinda underwhelming.
Hadn't seen a planet with two of the same resource before. Wonder if its because of the changes to resources in the opt-in 2.6 patch.