I vote for no change. The 4 range is important because it allows the starbases to overlap without any range increase. Starbase bonuses are not so large that stacking them is OP, and starbases provide an important late game money and manufacturing sink.
peregrine23
You can scroll down with the mouse wheel, but there should be a scroll bar as well as a button to expand the parts list to a window big enough to show all the parts.
I recently encountered an old podcast in which Paul assured the host that the "eject ship" button would be gone and we would simply be able to move off of planets, shipyards, and starbases. Is that still the plan?
[quote who="Raynman" reply="9" id="3491572"] This is a know issue that has a fix for it in Beta Patch 2. [/quote] [quote who="twilight024" reply="10" id="3491864"] when is beta 2 patch?!! [/quote] Important distinction between beta patch 2 (second patch to beta 1) and beta 2 patch (next phase of beta, scheduled for October).
I'm still not sure why you want the limit on stimulus. Under what conditions are you using it short bursts like this?
[quote who="Edladner" reply="11" id="3491922"] The Drengins have a titan too [/quote] Sort of. They can build a Titan, but it doesn't have its own model, it is just using the model for the Overlord. The Avatar, Dreadnought, and Fortress, on the other hand, have their own models which are no longer linked to their corresponding shipdefs because the Drengin got the same hotfix as the the Alterians and Iridians despite having 3 of 4 huge models already in the game.
[quote who="Gaunathor" reply="3" id="3491889"] Actually, both improvements are Player Wonders (aka Super Projects). The question is now, if that is intentional, or if they were meant to be Colony Unique (aka one-per-planet) improvements. [/quote] Okay, that explains what is going on. I didn't realize that the Slave Recycler was a wonder, and the turn I unlocked it, I set
[quote who="Edladner" reply="9" id="3491902"] They added stock huge hull ships for the other civs, Terrans were the only one to have them. All the civs had starter blocks but that was all. [/quote] Okay, now I see. I was confused because they didn't add huge hulls, they just linked the huge shipdefs to the large ship models. This is why the icons are wrong, because the Alterians and Iridians don't really have their own huge ship designs. The interesting
[quote who="Edladner" reply="439" id="3491859"] My fleet so far [/quote] Are those all custom ships? Impressive, I tend to only build one or two per size per civ.
[quote]Enabled Huge Hulls [/quote] I'm confused, I was already building huge ships before this patch.
My guess is that it has something to so with Protein Resequencer being a wonder and also a preclusion for Slave Recycler.
The Drengin took control of your ships as well as your planet. You cannot invade a planet that has planets in orbit. You need to bring combat ships to take out those Paladins, then you will be able to invade.
[quote]you could have 4 constructor modules on a single constructor, and it'll still only reward one module when you burn that ship to create a starbase [/quote] This is a known bug that will be fixed. Constructors can currently grant multiple modules when upgrading an already-built starbase.
ImprovementDefs
Once the Protein Resequencer is built on any planet, the Slave Recycler can no longer be queued for build on any planet.
The Drengin have no tech that unlocks Xeno Medical Center. Because of this, they can never build Fertility Center or Replication Center, even though they can unlock them through research.
The cause is a typo, there is a space after XenoIrrigation in the xml. [quote] XenoIrrigation .png XenoIrrigation _Build.png XenoIrrigation _Icon.png [/quote]
[quote who="Thecw" reply="2" id="3491581"] Actually, a ship on Guard wakes when an enemy ship comes within sensor range. [/quote] If this is the intention it is not currently working. In the current build, ships on guard do not wake until you wake them.
[quote who="Capitalist2010" reply="2" id="3491401"] I can guarantee it was a bug, it was near the endgame, large map with my empire covering 3/4 of the galaxy, all techs researched, I had an insane income($20k+ per turn) being generated with an insane balance in the bank. I still got the insane income being generated, but I think the game stores balances as signed values, I think I overflowed the register so it flipped sign and put me deep into the negative. (I couldn't pa
I think what you are looking for might be in the game once we get governors. On one of the streams Paul was talking about wanting to be able to put conditionals on the governors, so you'd be able to do something like "if there are up-gradable tiles, 50% social and 50% military; if not, 100% military." If this actually happens, you should have to do a lot less macro.
For me tech ages serve 2 functions when compared to the system we saw in GC2: 1) Prevent certain cheese tactics that result from over-specialization. 2) Reinforce the natural structure of most games (the race for colonization, conflict brought on by the lack of remaining habitable planets, and the push to victory). The default for the developers would be to stick to the GC2 model, so the fact that they didn't shows that they thought it needed improvement. I think a
[quote who="DARCA1213" reply="22" id="3491237"] they call your first paragraph nit picking nonsense where I'm from [/quote] Ahh, you are from somewhere that opposes critical thinking. Good to know, it answers a lot of questions. I was not nitpicking, but trying to wade through your hyperbole to get to the real issue. In a truly open research format there would be no tree, and you could research any tech you want at any time with no prerequisites. So I'm just
I was looking at the ShipBlueprintDefs and ShipClassDefs XML files and it looks like it would be pretty easy to insert a custom ship that will auto-generate the way you want it. I might try it, though I'm not really sure I want to mod the beta. P.S. Where are custom ship designs saved?
There is one of two things happening: 1) Your planets are being re-invaded by enemy transports. If this is the case, the easiest solution is to park a ship in orbit of the planet. At this point in the game the AI will not attack a defending fleet no matter how weak, so you only have to park a single ship at each planet. 2) Your conquered planets are getting culture-flipped back to their original owners. If this is happening, the best solution is to invade high-influence planet
Just try to remember that they are asking for feedback so they can make the game they are making as good as it can be. They are not making the game you want them to make. Every individual is going to have things about this game they would have done differently, and your individual preferences are not necessarily good or practical for this game. I'm not saying don't express your opinions or ideas, just don't expect that they will take or even agree with all or even