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)
androshalforc
[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
thats annoying
do a barrel roll
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?
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?
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
[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
from what i recall in one of the dev streams paul ( maybe it was brad) said something to the effect of the ai will try to keep its wars to two fronts
[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
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
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?
Bippity boppity bump
i found mine number 2631 orkesh what was your starname damonlundy?
[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
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
I believe anything higher then normal grants the ai bonus's to stats and vision and whatnot
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
[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
Or you used a component that had a resource requirement like thulium or antimatter without having any of the resource
The culling project granted malevolent Ideology points there were similar projects for benevolent and pragmatic
yeah ive seen the same as well as when meating (heh) the dark yor
the icons are located on the top left of the screen when the tile is selected the abstract info is more flavor text
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
[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