peregrine23

peregrine23

Joined Member # 2688337
52 Posts 687 Replies 1,354 Reputation

[quote]Starbase bonuses either don't work or don't show up, not sure which. Need to test further.. Approval star-base nodules didn't seem to have any effect at all. [/quote] They work and they show up. When you mouse over and get the tool-tip which breaks down your bonuses in a particular area you will see them. They carry the name of the starbase component.

3 Replies 9,093 Views

The whole reason they aren't giving it too us is they don't want people to see it until their happy with it. So showing us would completely defeat the purpose of waiting.

7 Replies 14,575 Views

[quote]Next, the Yor can't go any higher than Terraforming. The next step is Disabled for Beta. Again, slight disadvantage there. [/quote] Their morale tree is gimped in the same way. I wish they would make the tree bypass the disabled techs rather then letting them block whole tech trees. I guess that's the price of playing the beta.

6 Replies 9,209 Views

[quote who="charon2112" reply="9" id="3511235"] What if another race takes over Iconia, they'll get no food? [/quote] No, it's just a UI change. The food stat will still be there, it just won't be visible to Yor players.

13 Replies 10,383 Views

[quote who="Rhonin_the_wizard" reply="3" id="3511049"] They were always mentioned as being in an expansion. [/quote] I don't have time to dig through the streams, but when I heard them discussed I'm pretty sure it was as part of the base game. EDIT: Darn, should have know better than to question Rhonin

28 Replies 131,527 Views

It will be interesting to see to what degree the diminishing returns of production make this true. I really like having specialized planets. I think the diversity is more interesting then a bunch of generalized planets and there are real strategic elements, especially for influence and trade planets. Up until this beta, the solution for general planets was to build population. While diminishing returns will make this somewhat less viable, my guess is that building large pop planets and taking

5 Replies 5,937 Views

[quote who="Folgra1" reply="14" id="3511163"] No joke, thought you were a marine. [/quote] If DARCA is a marine I fear for our country's safety [e digicons]:grin:[/e] .

22 Replies 21,087 Views

I have played about 150 turns with the Yor and here are some very early impressions from .60 1) Many tool-tip boxes are too small for their text with no scroll. This is a little thing, but becomes surprisingly annoying because it comes up so often. 2) Event videos for "First ____" were all very choppy. 3) Experienced noticeable lag when doing even simple tasks in the ship designer. 4) In govern planet window, the word "Manufacturing" overlaps the % text. <

3 Replies 1,823 Views

The problem might be this: the formula for assembly is essentially this: manufacturing/10 (rounded up) * .2. If your manufacturing is set to 0 you get 0 population growth. as long as you have even 1% manufacturing though, you should get .2/turn.

7 Replies 5,044 Views

[quote who="androshalforc" reply="1" id="3511034"] there are a couple more bugs here as well 2) any other planet colonized by the yor shows a "food" value of 10 it should be 20 (AFAIK) 3) this food value is affected by food % bonus's from the planet which it shouldnt 4) this food value does not increase when you research population techs the population seems to work correctly (ive only had about an hour to play) however it just seems to be

13 Replies 10,383 Views

On the topic of UP behaviors, it would be nice if for votes where you are voting for a faction, instead of just taking the faction with the most votes, if no faction gets a majority there is a run-off between the top two vote-getters.

6 Replies 5,635 Views

It might be interesting if there were two categories of resolution: ones that take a simple majority and ones that take a 2/3 or even 3/4 majority. This would allow major game-altering resolutions like the EPA while making them less common.

15 Replies 50,226 Views

I have found fleets of small ships to often be more effective that larger ones. As of now, I think ships can only target one ship/round which means larger ships waste a lot of firepower against fleets of smaller ships. The trade off is that you need to replace small ships often, but considering that hull repair rates are vary slow at this point, I think small hulls are the way to go. The main advantage I find on larger ships is increased range and speed, but that might change once you can thr

15 Replies 6,074 Views

BE has its issues, but it has a lot of good points as well. To return to the intent of the original post, I think it there are some things that it is particularly useful to learn from it. Problem: The end game is pretty awful. Specifically, I build the Mind Flower or whatever the Harmony end-game building is which take twenty-something turns, and then I am told it will be 39 turns until I win. The AI does not proceed to get any more aggressive, and my military is too

34 Replies 81,260 Views

Pretty sure this is working as intended. It is balanced against turning your slider all the way to economics. Your manufacturing is divided by 4, so only after you surpass 300% manufacturing bonus will you break even. After that you come out ahead of simply moving your slider over, but you will still be massively behind what your planet would be producing if you replaced your manufacturing buildings with economic buildings, as after 300% your manufacturing buildings essentially become economi

13 Replies 114,730 Views