No replies at all? Maybe I'm the only one interested in this. It was really annoying me, so I created a very simple mod to include +1 administrators for each Bureau of Labor you build. It doesn't do anything else, just adds the extra administrator. I think that all the tech trees have the BoL improvement, so it should work for any race. Why the BoL? Well, it's a unique planetary improvement, and if you're the type to build one for wheel control,
dlapine1
Guys, help me out here. With the 2.0 announcement about starbase administrator, it was noted that we could build planetary improvements to add starbase administrators. I'm not seeing any Improvement (well, not in the Terran or Yor tech trees) that adds administrators or ups the percentage, just some tech adds that provide a boost for the whole empire. And the only integer add is an early option in the Diplomacy tree. Everything else is a 20% boost. In a gigantic map, start
Seconded. I asked for this back in 2015. The lack of which hasn't stopped me from playing- but that's the problem! [e digicons]:grin:[/e]
Once you have multiple ships in the same hex, you can choose the "manage" option and decide exactly which ships should go into the fleet. Note that you need to shift/ctrl click on each individual ship or sub fleet and then select "create fleet". You can disband entire fleets on the manage page as well. As noted above, your logistics limits come into play here. Also, once you have a fleet, if you select an individual ship from the mgmt window (on the bottom left of the screen), you can
The Scow can be helpful if you have room in a war fleet for it. Shoot, you get the 250 credits even if participates in an anomaly fight. There are a few that flip planets and combined with range extenders, they are very powerful. Other than that, there are a few that stack defenses on the whole fleet, and those are particularly useful at the right times. Remember that you pay no maintenance on these ships, so the fighting ones save you credits you'd otherwise
Try upgrading the current ship to another design without the unique part. Then do your new design and try upgrading the experienced ship to it. Costs 2 upgrades, but should work.
By default, new designs go to the bottom of the designer list. There is a toggle at the top to just show your own designs, which helps to reduce the clutter. If you are still not seeing it, it's possible that you have enabled the "allow ship designs with more than the current capacity" option, and I'm not sure if those will show up if you do add a new design beyond what your empire currently has the tech for.
immense, 100+ turns, started on stock 1.90, reloaded and played fine with the last hot fix. I would note that I needed to remove some mods when I first went to 1.90, as it wouldn't startup correctly. If you are having issues, I'd remove any mods (or clean install) before sending a ticket.
Nice, I hadn't considered that option, but that should work just fine. Thanks for your quick and reasonable response
There is a mod to revert the galaxy size and I do use it. That's not unreasonable. The simple fact that the game can be easily updated and modded is one reason why I'm a founder for GalcivIII. What would be excellent is if the game options now included a "crowded" and 'normal" toggle so I don't have to grab a mod. Of course, that assumes that there is no driving reason to make crowded mode the default style of gameplay. That's why I inquired; if there is some funct
Hmm, no reversion for the other galaxy sizes? . The new small map sizes are significantly less supportive of exploration strategies. Good thing we have a patch to restore the old values. Other than the ability to improve performance, was there any other reason to shrink the galaxy so much?
Hmmm, haven't tried spamming shipyards early on, but by turn 100 or so, most of my worlds are feeding a shipyard, shared or singly. Production on most worlds is at the point when each shipyard can build a basic constructor in 2-3 turns. This is not an unreasonable strategy for the AI.
[quote who="zuPloed" reply="4" id="3639846"] The credit cost alone is usually deterrant enough to keep me from upgrading until late in the game when I ahve won anyways. I'd rather rebuild my fleet with new versions and sell my old designs to a minor faction. [/quote] You'd be pleasantly surprised at the minor upgrade cost if you have the same base ship design with just 1 weapon type or defense swapped.
Hmmm, another technique for stronger ships is to only build ships with strategic resources (Elerium, antimatter, etc) for their weapons. A ship with 2 antimatter missles for 32 missile attack can be very potent early in the game. A fleet of such ships can be deadly. You need only research the basic weapon techs in order to have access to these. If you choose this path, you will need to mine, and mine and mine some more. Plus, you will need to research any advanced mining techniques in
[quote who="zuPloed" reply="2" id="3639798"] Does it really require you to spend it permanently? The way I experienced it is, that the game requires you to have the ressources for building the ship new, but it won't increase the usage once you upgraded. Example: I ahve my arch dreatnought which requires 4 thullium and one elerium. Now I make a version with upgraded weapons (no additional ressource cost). In order to be allowed to upgrade I ahve to have the ressources I wou
2 points: Limit the number of attacks by engine type. I really like the idea that Taslios proposed of have an attack limit based on the engine type, rather than the amount of movement left. Don't stack in any way for attacks; if you have level 0 engines you get 1 attack; if you have one each of levels 0-4, you still only get 5 attacks Nice way to encourage research on the movement tree, even if the new engine tech doesn't give a dir
See John Scalzi's "Old Man's War" for an example of a galaxy with many races and little planetary space. Civs would have rogue "wildcat" colonies from desperate or stupid groups with a race trying to colonize in locations not only in someone else's area of influence, but actually on some of their own sparsely populated planets.The official government position was that these wildcat colonists had no permission to colonize and were thus disavowed. Suggestion
Can confirm that this was new game on 0.97 (the current opt-in). Definitely a regression from where the performance was 0.90 and prior.
Seeing a similar issue with the opt-in beta (0.97) on a huge map. I have 2 radar ships out (23 sensor range) and have discovered perhaps 75% of the galaxy. All post turn movements for all the other civs (4 major, 1 minor so far) are jerky, as if the FPS dropped considerably. Running an AMD FX-8350 (8 core), R290 & 16 GB ram system, and on the last version (0.95) didn't see this at all.
Agreed.
1 observation and 2 requests. Thanks for adding the slider control/value display between social and military production . Having the PC compute the exact split based on the percentage allocated is much nicer than trying to calculate it in your head. That was a good idea. As a follow-on, now that we can set production split so precisely, can the "planetary surface" display also show the split values in the production section? &n
We had the option in GC II and the reasons behind the functionality are still valid. Please help the "just one more turn" players to get the laundry done, kids fed, and all those other real world intrusions. To be useful, the RWC must be visible on the main screen at all times. Thanks.
Hmmm, What about adding the option for a population module to the list of starbase modules? Not sure what the benefits would be, but it was definitely a trope in recent SciFi that your remote outpost could support families, if you wanted to do so. If nothing else, add population to a starbase would increase the influence it has slightly. Would definitely make protecting those bases more important. I know, it's a silly idea. :)
Thanks for the update and timeline. As I work doing supercomputer software evaluation for a living, I look forward to the alpha with great enthusiasm.
[quote who="Lucky Jack" reply="78" id="3440031"] I have an idea that I think belongs in another thread, but I wanted to give credit to dlapine1 for causing me to think of it. ------- How about passenger liners? Ships with passenger modules instead of trade modules that would each first establish a flight route between two planets then carry passengers between those planets, either within the empire, or between empires. Since passenger liner routes would be pa