[quote who="econundrum1" reply="18" id="3537771"] Another example of these sorts of issues in the game is the "you can't declare war on" issue. This is not actually a bug but the result of an ideology perk. The issue is the game gives you no clue at the moment as to why you can't declare war on the race in question or when you will be able to, so again an example of something that will lead to unnecessary support tickets. [/quote] i thought i read somewhere that there was a
androshalforc
they mentioned some of the campaign in the most recent dev stream 4/10/15 i believe
apperently exiting the game leaves it running in the background sometimes for hours and as long as its running that time counts
I believe there was a post somwhere about how a 4x compared to an fps or even an rpg in system use the short version is that many games that are high end graphics only need to use resources for things immidiately around the player wheras a 4x game needs to track everything that is going on everywhere all the time.
starbase modules build on the following turn the funny thing is once you click on a module its considered to be built for the purpose of building requirements but it doesent affect your stats till the following turn
2 questions what race or tech tree were you using? and what tech was it you got from the minor race?
[quote who="Rainey84" reply="8" id="3537369"] I'll be the first one in line to purchase that DLC if it has the options that leiavoia mention. [/quote] same .... oh wait i already bought it [e digicons]}:)[/e]
... as far as i understood it this was the intent of setting the manufacturing slider to 0
Constructor spam ?
@erischild there are 2 ways ive seen mentioned that can represent the delivery delay 1) a limit of building one module per turn this is quite a bit slower then the current system where you can build as many modules as you have constructors for ( with few exceptions) 2) reduction based on distance similar to how the shipyards currently work.
direct planet sponsership makes sense since the math is a little simpler it still takes away from shipyard manuf since you have a finite amount of manufacturing and sending some to starbases means you have less for shipyards
Yeah i reduce the range modifier from crazy stupid high numbers to -0.2 at the start of my games
Ive been playing on the third largest map (Immense?) with tight clusters and routinely see influence lines 60+ tiles away from the generating planet between 100-150 turns i personally thought it was a little overpowered when i had to make two planets focused on influence to keep the ais borders away when i cant even. Reach thier planets wih any of my ships
While i dont mind only being to upgrade 1 per turn i would like to be able to sponsor multiple and have the planet regularly check and change current "primary" sponsor
Manufacturing cost is the amount of labour ( manufacturing) it costs you to build the improvement or ship part originallY. After this the only ongoing coats are maintenence
agree i dont mind that it costs me production to build starbases what i want is a more standoffish system as they have said for the battle viewer you're in charge of the empire not the soldiers in this case its the same i want to build an economic starbase here and im going to direct resources from there i shouldn't need to go to go to each starbase and order it to order constructors that should be done on its own i shouldn't need to go to each starbase and tell it
[quote] The "Dread Lords" race logo is used by the minor race "MINOR_SNATHI". [/quote] so thats how the snathi become a major race
I personally would like to see bonus's for creating trade networks the more trade routes you can connect together the more you make
... The hyperion shrinker worked fine before the only problem was the description which said it was limited to planet - shipyard
6-7 are related and the fix is in either the 5.1 released today or the 5.2 ( opt -in ) released later this week
@ gilmoy thats something i hadnt thought about might be usefull when rebuilding or re-installing although i wouldnt mind a weekly/monthly setting
i wonder if its just trying to fill out the furthest ring first and works in with 6 being the max per ring?
heres some thoughts on places to look first you would need to create the resource in question by probobly adding it to the strategicresourcedefs file then i would look under ship components and see how it handles removing resources when used and see if you could copy modify and apply the same tags to the buildings you want
first off you can disable this by right clicking on GC3 in your steam library selecting properties then updates at the bottom is a check box for steam cloud according to steam "The Steam Cloud stores information so your product experience is consistent across computers. now im not sure if this is something that was done by steam or by SD but i think its transferring your save data so that you can continue to play this game from any computer you use
Although putting the iridium on the inner circle would have spaced it out much better