I'm finding micromanagement to be a real pain on larger maps.
Chibiabos
How many Brads does Starbrad have? :P
Even if this were the result of research boosts, I guess I have a little OCD in that I like consistency. Auto-survey research boosts don't trigger the research continue/change tech screen coming up.
Umm, there's quite a bit. Click on your shipyard, click on Manage, click on Edit Sponsors. There are 3 columns for Available Planets and Current Sponsors; the third with the red icon is 'Available Manufacturing' which shows how much production those planets can (for available sponsors) or do (for current sponsors) provide that shipyard. Numbers in green have zero decay; numbers that are white have some (hover over the number to see how much exactly); numbers in red have a he
This would be yet another little thing that could help reduce micromanagement he!!, making it a little easier to find optimal locations for shipyards.
I am a founder, got the game early, but honestly didn't play for a long time, so I don't know how many of these crashes are new.
[quote who="ProudCanadian" reply="5" id="3689375"] Yes, this would avoid a lot of confusion. I always design my own ships when I play. [/quote] Likewise, AI ships still don't balance ship defenses. :/
~ nt ~
[quote who="tid242" reply="11" id="3689342"] Quoting Chibiabos, reply 8 I am sick to death of the mentality humans are unique to having thoughts or feelings beyond "Kill. Eat. Sleep. Repeat." Good post. This was not the main thrust of my argument (if this co
Whenever I pick an ideology point, it triggers the research screen, even if the chosen trait did not affect research. Seems like a glitch.
[quote who="tetleytea" reply="9" id="3689336"] Dogs are something like 98% wolf. True, but humans are 98% ape. For real. [/quote] Dogs are MUCH closer to wolves, genetically, than humans to ape. Dogs descended from wolves (some time tens of thousands of years ago, some wolves did not fear humans and would join us in our camps, we took care of them and the ones that were friendly with us
Some anomaly sites are 'heavily defended,' and Survey Ships won't survey them automatically. Mouse over the 'skipped over' anomalies, it might tell you if they are "heavily defended" which means they have a lot of pirates lurking there. Also ... I have noticed Survey Ships won't immediately start surveying an anomaly that's been revealed after they've already set course for another, more distant on.
I am sick to death of the mentality humans are unique to having thoughts or feelings beyond "Kill. Eat. Sleep. Repeat." I worked at an "alternative" boarding kennel (one without any concrete floors ... all the rooms for the dogs had wood floors, all had furniture and soft rubber mats and rugs, and there were 20+ acres of grassy fields and forested trails) a lady ran out of her own private ranch. She had three of her own dogs: a big Leonberger mix boy, a big, fluffy Newfoundla
Do different races still have different tech trees? If so, how do I pick which tech tree a custom civ should follow? Thanks.
I forget the name of the ship, but there's a Merc constructor that enables you to build a Starbase that will automatically and instantly flip planets within its support range to you. I got this during a game I just completed, and it was in the middle of a war with the Drengin ... and, yup, I strategically placed it and five of their planets (more than half their empire) became mine without needing a single troop transport. I must admit, that was pretty awesome! However,
I'm excited to have a turn based strategy game on a 4th gen engine ... the 64 bits means we can have much larger galaxies and fleets, but us "bit size queens" if you'll pardon the vulgar innuendo I think can agree the interface for managing larger empires and fleets could use a revamp. EDIT: I've decided to append my micromanagement reduction/easing suggestions in one thread here instead of creating new ones following the general theme of easing micromanagement headaches, and
Yes, but if you are careful about it, you can get multiple or even all the enhancements to a tech when they only let you research a single enhancement per tech. Some might consider it an exploit.
This may be considered an exploit. I think there are probably some new players now versus the last time I posted this, but I've tested it and it still works: At various point in tech trees, you have to choose between several enhancements to an existing tech, such as choosing to make a particular type of ship component cheaper maintenancewise, a bonus to what it does, or miniaturized (giving it lower mass so you can put more of it on a ship). On the tech tree, you can re
Mass for a lot of components is similarly exaggerated in the tooltip versus what actually gets consumed when you use the component. On a Tiny hull, a Durantium Composite Armor defense module shows 11.5 mass would be consumed, but adding the component only adds 5 to the design. I do have various miniaturization techs; perhaps the tooltips don't reflect the component miniaturizations?
I'm not sure what you call that Summary/Planets/Ships/Shipyards/Starbases quick panel on the right, but the Shipyards list is frustratingly absent of sorting options. Would be nice to be able to sort by their total Sponsor Manufacturing production; that way one can quickly go through, assign the high-production shipyards to build your bigger battleships, the ones with less production to build your smaller ships.
You used to consume a Construction module on a Constructor to build a starbase and each of the starbase's improvements. The dev team, I guess, thought it was silly that players would mass produce Constructors with as many modules as they could crammed on them, so now Constructors just build starbases, Starbases build their own upgrades, and there's no value (SFAIK) in having extra Construction modules on a Constructor.
Edit: For some reason the image insertion thing does not seem to be working on the GC3 forums. :/ Click on the image to link to my imgur upload.
Adding in a Missile Assister, I noticed the mass wasn't adding up for some reason; the mouseover tooltip shows it would add 13 mass to the design (so my current mass of 136, as per screenshot, should go to 149), but for some reason that rounding alone wouldn't seem to be able to explain, it only adds 9 (taking it to 145 instead of 149).
Inertial Dampeners ("Increase damage done by all Kinetic weapons in fleet.") shows up as an Ability for the ship when you add the module, but no actual effect is shown on the ship's Kinetic attack (yes, I have base Kinetic weapons equipped).