cwg009

cwg009

Joined Member # 2648328
0 Posts 41 Replies 3,066 Reputation

[quote who="Frogboy" reply="72" id="3556467"] It is very possible it's too much. We'll be reading feedback on it. I'm just not sure how much "fun" there would be managing 6,400 planets (which is the number I counted in my tests). There is a magic number in there somewhere. [e digicons]:)[/e] [/quote] Just for aesthetics and realism reasons, I'd prefer you did the balancing around the habitable planet frequency settings, rather than the sta

212 Replies 857,608 Views

[quote who="CreepyD" reply="19" id="3550834"] The only ones that should be different is the Yor. When I played them I found you can't expand aggressively as you then don't have the people power to build more people [/quote] You can expand just as aggressively with the Yor as any other race, it just requires some modifications to your build order and other aspects of your standard colonization strategy. Once you get your manufacturing really rolling on your home

50 Replies 105,857 Views

[quote who="Ranger6" reply="48" id="3556404"] "If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything ever again from us." The guy paid 60 bucks for the game. It gives him the right to gripe. As for this being your house, how about you try to remember who paid for the house. Yeah, paying customers paid for your house. The guy has some valid concerns. Instead of attacking him for i

212 Replies 857,608 Views

Solution: Assign planets to starbases just like you do with shipyards (including the distance diminishing returns). As production gets ferried over the starbase will automatically notify you asking you what module(s) you want to built on the base. Once you decide it's upgraded enough, reassign the planet(s) to another starbase or a shipyard. You'd only need constructors for the initial starbase placement, or for long range starbases too far from any of your planets. In th

35 Replies 73,393 Views

For some reason the pics you posted aren't working for me, but my guess is that the ships you are attacking have carrier modules and are launching fighters at you. It would indeed be nice if the tooltips told you when fleets have carrier modules before attacking.

8 Replies 6,828 Views

Lots of good ideas in your post. I'll just add my own current exploration-related pet-peeve: 5) Get rid of over-powered sensor stacking that trivializes the exploration phase (e.g. the so-called sensor barges that have been discussed at length elsewhere) and furthermore renders the starbase sensor line redundant / cost-ineffective. Why explore at all when you can build your custom Eye of Sauron ship and see half the map? Maybe limit it to 2-3 sensor modules per ship max? Or introd

2 Replies 16,947 Views

No, you can't mine the resources at the same time as them, it's first come, first served. The only peaceful way I know of to get the resources permanently is to trade for the starbase with the other race using diplomacy (Alternatively you could just trade for the resources themselves, although this will only give you the resources temporarily). I don't think influence will flip starbases, only planets.

3 Replies 11,860 Views

MP usually means Multi-Player in gaming contexts. I assume that's what he means.

55 Replies 217,940 Views

I think you have to select one of the projects that don't involve actually placing something on a tile, like cultural festival, and whatever the research and money equivalents are called.

2 Replies 7,312 Views

You can definitely win the game without ever fighting a single war, but to do so you will definitely need to build up some military to deter the AI from declaring war on you.

22 Replies 37,446 Views

They just launched a new wiki for the game as well which already has basic content, it more or less works as a bare-bones manual currently (and will no doubt be improved considerably over time). The link is posted around here somewhere.

3 Replies 18,903 Views

I'm sorry this is an issue for you, but you know they have a lot of other things on their to do list besides your problem. Things take time, time costs money, and they have to prioritize. If they committed to doing it I'm sure it's on the to do list as they continue to work through all the (many many many) outstanding issues. Asking for an update on when this will get implemented would have been more constructive than all the dramatics in your post, it comes across as rather entit

8 Replies 45,103 Views

The work around for the constructor bug is to not make the default design obsolete, that's what's causing them to not appear. Same thing goes for any other free ships, if you've obsoleted all the valid core designs and replaced them with user designs you will get nothing.

4 Replies 5,270 Views

Just to add my own two cents to this discussion, I am in the camp that like the change they made to make the specializations mutually exclusive to research. I would however also like to see the tech tree get a thorough balance pass (perhaps for 1.1?) so that the 3 options in each specialization are all worthwhile, so that there is less of a problem with one choice being significantly better than the other in some cases.

156 Replies 662,643 Views