[quote]Starbase minimum distance reduced from 5 to 3 tiles. [/quote] im not sure i like this i play a starbase heavy game and the amount of micro that creates for constructor spam is rather annoying ive actually been thinking of increasing this number simply to reduce the amount of constructors you need to send out
androshalforc
[quote who="DivineWrath" reply="27" id="3658197"] I don't see much justification for building a military, influence, or mining starbase [/quote] while i dont think ive ever built an influence starbase i will usually try and pull of a mining SB if it doesn't get in the way of my economic SB's and as for military I see them as my superhighway to the rest of the galaxy i try and build highways to connect one cluster to another.
double
[quote who="Publius of NV" reply="4" id="3658175"] Do you have research speed set to normal, slow, or what? [/quote] I find that the way its implemented the research speed setting is actually pretty much useless, its noticeable for the first dozen turns but after that its pretty much a insignificant I mentioned this on a post and treborblue bu
[quote who="pshaw" reply="2" id="3657508"] I would love to hear folk's opinions on what they'like addressed, even if it's been mentioned elsewhere. [/quote] things i would like addressed personally is united planets in large games map editor (one that actually deserves the name editor) poor AI in combat game speed is poorly implemented to go into some detail 1) united planets
i think you can buy a dongle for it
so we should be able to see stars and balck holes and nebulas because our current technology allows that already. we can detect most planets given enough time with our current technology Number of extrasolar planet discoveries per year through September 2014, with colors indicating method of detection: <a class="mw-redirect" title="Radial velocity method" href="https://en.wikipedia.org/wiki/Radi
[quote who="Mystikmind" reply="2" id="3655706"] The thing is, why put developer time and energy toward making components (thrusters as well) in the first place if its not reasonably useful in the game? [/quote] well the thing with thrusters is they make sense, if your ship is faster and more maneuverable it will make it, harder to hit, easier to kite an enemy, able to get to places where its needed faster but then the combat system completely ignores th
the forum still auto subscribes you to any thread you post to
this is one of the annoyances in game and as such would love to see any of a) force un meeting after xx turns b] communication treaty (we put you in contact with any races that we have met) c) change the way the system is calculated from number of races that the player has met to number of races that any race has met d) change the way the system is calculated to number of races that have had contact with each other.* race B has met Race C, and rac
while i haven't played in a while one annoyance i have with the moves is if a ship has orders but moves that exceed those orders, you can end the turn potentially wasting a vast number of moves, hey check out this anomaly that's 2 spaces away, ok but we have 20 moves, we were only ordered to go this far and thats it.
can you have multiple upgrades from tags? i seem to recall having an tag at some point you could create a few clones of the various buildings if the current setup is b01->b02->b03->b04 requiring you to build 01-04 in that order you create a clone of 02, (c02) and update b03 so that it can upgrade from the b02 and c02 buildings similar you create a clone of 03 and 04 and change b04 to upgrade from either its ori
[quote who="trims2u" reply="5" id="3647980"] Unless, of course, you think that companies should just hand out stuff for free all the time, forever. [/quote] yes yes they should we should create a new Utopian world where people work not because they need to in order to pay bills but because they want to for the betterment of society as a whole. or because they dont want to get another dose of the cattle prod
[quote who="Ed1975" reply="2" id="3647465"] Sorry - for some reason my question isn't being shown in the original post. [/quote] i think you changed the font color to black its there but you have to highlight it all to get it to show up
the vigilant trait also slows down ships (not sure if its all enemy or all other ships)
im going to necro this post i havent had a chance to play but was curious if any of these issues had been resolved with the map "editor"
does acquiring one through taking over a planet not add to your count? ex can only build if X x=0, build shrinker, x++ X=1 acquire shrinker no change to x destroy shrinker, x-- x=0 therfore can build shrinker
except the lesser one is a rquirement for the greater one isint it?
if it gives 10 food then yes it is useless for yor or synthetic life. if it gives (or whatever the bonus is) then it will be usefull to the synthetic races if it does not say anything about synthetic races in the description i would assume it does nothing for them
can you confirm that the special components are not installed on another ship somewhere else? did you upgrade your ship to one without those components installed? i know that at one point there was a bit of a bug where if you had a unique component installed on a ship you couldn't upgrade that ship because you technically had that component installed on a ship.
1) currently you can use waypoints at least from shipyards to launch to a specific direction, also when launching from a planet or starbase if you tell it to go to a specific tile rather then simply ejecting it, it will launch to the tile closest to where you are sending it. i would like to have the ability to set an eject direction though 2) i like this
its been a while since i played but im pretty sure i used to get 0 decay at 6 tiles
[quote who="pshaw" reply="3" id="3643526"] Did you try to exit the game before starting a new game? [/quote] yes ive started multiple new games sometimes over the course of weeks and every time the same "random" anamolies were in the same place [quote who="pshaw" reply="3" id="3643526"] We'll have a fix for this in 1.81 [/quote] sweet thanx i havent had a chance to play recently but now i want to again
[quote who="zuPloed" reply="3" id="3644141"] 6 pfft.... try 14. [/quote] 14 pfft try 18 the vigilint ability increases base starbase range by one this allows 6 starbase's with no range extension and another 12 after both techs are researched (at least it did last time i played which was a while ago)
well i cant answer the main question but the range i can help with there are 2 range modifiers in the game based on settings. one is map size the bigger the map the bigger the range bonus everyone gets tiny = 0 small =.05 medium =.1 large =.15 huge =.2 gigantic =.3 immense =.5 excessive =.75 insane =1.1 the second is ai difficulty gifted =.02 genius =.5 incred