[quote who="mortili" reply="4" id="3586722"] where is the ZoI actually used as ZoC ? [/quote] whenever the ai whines about you having your ships (starbases) in its space the ideology perks that reduce ship hp / sensor range in your controlled space
androshalforc
compound growth
2 things to add 1) population also affects your voting power in the UP 2 ) dont forget to add economic starbases each econ SB adss 10% to raw prod as well as having manu/res/econ bonus's and morale bonus's. On top of that with the right techs you can stack 12 covering a single planet that more then doubles raw production before adding any of the other bonus's
Personally i could think of two ways 1) allow me to set a build order that modifies the que so i could set factorys as priority one approval = p2 population = p3 research =p4 wealth = P5 what this would do is sort the build que automatically to keep the buildings in the order i specify this would allow me to set up a planet purely on adjacency bonus's and let the ai set up a build order it would need to ha
[quote who="Frogboy" reply="7" id="3586429"] 3. Not filly understanding. Could you walk me through this? [/quote] [quote]3. SET ALL PRODUCTION QUEUES TO DEFAULT OPTION: Rather than manually sorting all of your improvements in order of which you want to be produced first every time you colonize a planet or the planets class gets upgraded, there should be a way that you can just have the list sort itself based on rather than doing it manually EVERY SINGLE DAMNED TIME! Fo
[quote who="lyssailcor" reply="93" id="3584092"] Quoting naselus, reply 91 Quoting lyssailcor, reply 89 Ok, thanks for t
[quote]Starbases seem completely useless (although I still build them). Please correct me if I am wrong, but they only give me a 20% boost to something when a single building would give me 50% (later-ish in the game). [/quote] ok so economy starbases add 10% to production off the bat that increases raw production so thats multiplied by whatever bonus's you get from manuf/research/wealth on top of that the bonus's that an econ base provide add
[quote who="wpkelley41" reply="5" id="3583707"] Folks, your mistaken. We have total control over starting positions. All you have to do is keep track of the order you place worlds, and then match it in the game creation menu. If you want a specific race on a specific world, just make certain they match up. The first one you designate should be the human player, your home world. After that, just make sure the next planet you place, and designate "random AI," is the first race you select a
im bumping this with hope that there might be some dev feedback?
a simple solution to the delete button would be to enable a ctrl z keyboard shortcut for undo commands
if your at war with them they want you to waste your transport. if you're significantly more powerful you might be able to demand the planet for a peace treaty
Can you tell us what plans you have for 1.3 patch? are ther any plans to update the map editor
By saying it has no defences i assume you mean its already colonized by a different faction if so you need to send a troop transport to take the planet over
i made a quick change to no effect by changing both the tile and nebula defs files to create a 1 hex nebula for the map editor but had no luck i called the new nebulatiny and said it was 1x1 and changed the array to only have a 1 in the bottom corner
im trying to create a new nebula design in the game and im trying to figure out how it works i think i need to create a new design in the tileareadefs but im not sure how it works heres an example SimpleNebulaMedium1 6 7 00000000000000000000000000000000 000000000000000000000000
I already made a post but thought of something else that some posts got me thinking on tactical overlays on the main map that can be turned on and off like the minimap filters each would change the map to show off information to the relevent overlay a) trade -would show all trade routes and ships on the main map and each planets income, it would hide everything else b) anomolies - would show all anomolies and survey ships and hide everything else</
4) while an ingame tech builder etc would be nice its fairly easy to build your own techs and upgrades using the xml 5) this has been debated before there are two general sides one wants space surrounding the initial colony which pays off for starting a colony. The other side wants the colony isolated since the bonuses it provides are small and not reciprocated. Which pays off better in specializing the planet
The console can be accessed through the ~ key in the top left of the keyboard should be left of 1, above tab, and below esc [quote who="Morgdane" reply="52" id="3572706"] Figured it out, despite the fact that the input menu gives you the option to assign a key to the console, you still have to add a launch property of -cheat before the console will work. For steam, that means right click on it in your library, go to prop
Im at work atm so i cant check but does the turn or turn actions command still work through the console?
Ill have to check my settings when i get home
i think it would be fairly easy to do all the stuff should be in game just need someone to make a mod for it as for unbalanced .... thats up to you
[quote who="Empress_Fujiko" reply="8" id="3580586"] To be honest, I think the dancing icons are kind of funny. Can we keep them as an option? [/quote] this is one of those oh look at that kind of things not really annoying or game breaking or anything just a little hrmm oh well kind of moment
heres a video ok i noticed something while trying to make the video my first two attempts i loaded in the bottom left of the map and the wobbling while still there was barely noticable however starting in the top right of the map was fairly noticeable <object id="scPlayer" data="http://content.screencast.com/users/androshalforc/folders/Jing/media/94a508ef-8c92-42e2-bd7c-556cad11c22c/jingswfplayer.swf" type="application/x-shockwave-flash" w
there are 2 things i can think off but im not sure if either will work 1) shut down research entirely considering your game i bet you have the benevelent trait which gives you research per planet so this likely wont help 2) find your races tech.xml and add in a random new tech with an absurd amount of research points and load up the game im not sure though if this will fix your problem for your current game or only new games created after you change the xml <br
as a quick note a work around for custom nebulas you can place relics down as a mold and then fill them in with nebulas and delete the relics after this does not actually work the nebula does not appear in the location however when loading a game it fills in any locations it would have appeared in otherwise