androshalforc

androshalforc

Joined Member # 2704073
77 Posts 1,366 Replies 1,431 Reputation

generally freighters are ignored unless your're actively at war with the other race pirates i believe will go after freighters so you have to watch out for that as long as you keep your moves more then 2 you should be fine though ( pirates should be able to get more moves)

4 Replies 24,283 Views

[quote who="Island Dog" reply="4" id="3562699"] It's done by design. You either have to un-check the button on the post or just ignore the subscriptions. [/quote] that is a stupid design [quote who="Thecw" reply="1" id="3562640"] Go to your account, select the options tab and uncheck the "Auto subscribe to new posts and replies you create" option. [/quote] that only works for posts you create not for posts you reply to

5 Replies 20,289 Views

so this has been annoying me for a little while at the bottom of replies there's a little check-box for subscribe to this post for some reason this is set to auto-subscribe and i cant find a way to turn it off. it subscribes me to every reply i make unless i specifically say no don't do that is there any way to turn this off?

5 Replies 20,289 Views

ok so this is a bit of post necromancy and im hoping someone sees this but the subscribe button is annoying.for some reason it subscribes me to every post i make unless i specifically turn it off for each individual post is there a global button to not subscribe to new posts?

17 Replies 74,363 Views

yes i believe it is intentional that you need to have a sponsor planet within range of the starbase to have population on colony ships and transports otherwise you have to send them to a planet to pick up population

6 Replies 22,354 Views

[quote who="Rhonin_the_wizard" reply="1" id="3562614"] Build freighter, send freighter to another civ's colony. It's value is influenced by the distance between the two planets and the income of the target planet. [/quote] that pretty much sums it up when you build a freighter one of the sponsoring planets gets chosen as the home planet for the freighter then you send that freighter to another planet owned by another civilization and boom trade route

4 Replies 24,283 Views

[quote who="Thingamabob999" reply="6" id="3562095"] BUT SM (or really any generated resource) doesn't work like a bank--you can't just save up 100 points you generate one turn, [/quote] mouseover the empty space at the bottom of your build list (this tooltip only shows up if you have less then about 4 projects in your build list since after that there is no empty space however the excess production is still there this planet had like 20 upgrades a second ago) <p

13 Replies 60,905 Views

Overproduction you are mixing up two things here 1) the ability to build multiple buildings per turn this is not in the game and the devs have pretty much said it wont be 2) production overflow this is when any excess production goes into the next building this is in the game and works as intended ( which means you will not build more then one building per turn) What you can do with this however is if you produce 100 ma

13 Replies 60,905 Views

Did you change how starbases work as well ? If not that would add some multipliers which could be unbalancing whats to stop someone from building a bunch of reaserch buildings and then focusing all in wealth?

48 Replies 431,844 Views

[quote who="naselus" reply="6" id="3561501"] Tbh, the thing that will make the AI better late-game isn't any artful tweaking of the difficulty level bonuses; it's making it understand the adjacency system. The player does, and capitalizes on it. The AI doesn't, and so it's late-game planets are massively less productive. [/quote] i thought frogboy also said the ai cant adjust its production sliders on a per planet basis only on a global basis which means that

16 Replies 39,734 Views

so i just watched the friday dev stream and brad made mention of having a production info in with all the other little infos on the screen and that bugged me. ive wanted the production info on the screen for a while and have been thinking about some changes to the screen so heres my attempt at some changes that i would like to see. i apologize for my horrible horrible paint skills (or lack thereof) <img src="https://www.dropbox.com/s/x0korg

2 Replies 11,540 Views

the class of a planet is exactly how many tiles are available that is all synthetic races have a mostly global population cap. i think there are some planetary improvements that are supposed to increase population cap only for that planet other then that it is global by tech tree

2 Replies 6,799 Views

[quote who="Ericridge" reply="38" id="3558898"] Well, If I had a starbase orbiting planet Earth, I would expect it to rain death upon enemy ships deliberately ignoring the starbase [/quote] wait till starbase is on far side of planet start invasion from near side of planet

54 Replies 226,632 Views

Or you used a component that had a resource requirement like thulium or antimatter without having any of the resource

5 Replies 5,053 Views

i personally think the biggest driver in this issue is techs or events that change ship stats. this tech gives you +10 % moves ..... reset tooltip this event gives you +3 sensor radius ..... reset tooltip you just upgraded this ship ...... reset tooltip

4 Replies 2,608 Views

[quote who="Bamdorf" reply="5" id="3557157"] As was said, if you move your mouse to the lower right hand production queue panel (in the colony screen) and hover over a blank space, it will show you how much carryover you have currently. [/quote] also true for the bottom of the shipyard que the big problem with this is that you have to hover over empty space meaning if you have like 5+ buildings in your planet que or like 10 in your shipyard ther

6 Replies 26,036 Views