androshalforc

androshalforc

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

[quote who="trims2u" reply="9" id="3636816"] Didn't think of the movement issue. How about a base move of 2, and a flat +1 movement bonus for every full 100 turns that have elapsed? So, 409 turns in, all pirate ships should be moving at a speed of 5? [/quote] that seems quite a bit on the low side by 400 turns I would expect them to have a move count between 15-25

10 Replies 42,408 Views

[quote who="Go4Celerity" reply="2" id="3636711"] Quoting androshalforc, reply 1 i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them hiring them to hara

10 Replies 42,408 Views

there are planetary buildings that require upgrades and you can design ships that take multiple resources as well some ships that might take 2-3 antimatter or even 2-3 of several different types of resources also if you have mercenaries many of their ships have a resource cost

8 Replies 31,564 Views

[quote who="a0152570" reply="4" id="3636693"] Do you know shipyard production rolls over? e.g. (simplistic example) if your yard is receiving 100 production per turn, and you build 10 ships at 50 cost, at the end of 10 turns you have built up 500 production points. This would let you crank out 1 ship costing 500 pts in one turn. or 2 @250 over the next 2 [/quote] i often use this in late game by pairing 1 Manufacturing world with several research/w

8 Replies 7,878 Views

well youve mentioned a couple of things if you go to the diplomacy screen you can hover over any races youve met to see why a race likes/hates you if you wait till late game to build up military thats one reason that they will attack you... (this usually works out poorly for them in my games because im spending that time building social manufacturing which swings really effectively to military manufacturing). difficulty setting may play a role i think at higher leve

4 Replies 13,804 Views

i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them hiring them to harass neighbors paying them off not to harass you black market trading

10 Replies 42,408 Views

show and hide buttons on the main map to match the mini-map buttons map editor overhaul

3 Replies 5,691 Views

[quote who="Taslios" reply="2" id="3636158"] well one simple fix would be to make any attack on a defended planet which includes transports in the attacking fleet automatically be an invasion once the defeners are removed. [/quote] that fixes the invasion problem but not the wasted movement points another option would be to have the idle ship botton cause all ships to move to their designated location then cycle through ships with remaining movement points

7 Replies 6,756 Views

i think its related to having the ships move at the end of the turn. if a ship has ten movement points and is traveling to a point 5 spaces away you can hit the end of turn button since you have no idle ship's. the end of turn starts to process the ship moves and any extra movement points are lost. the same if you have a ship traveling to an anomaly unless you manually controll it the ship stops its turn on the anamoly regardless of if it has 3,5 or 100 spac

7 Replies 6,756 Views

house like trees. this planet is filled with large trees that form nearly perfect residences for our citizens. the catch is that the plants grow to maturity die and rot away in a mere 5 years and are only viable living habitats for 3 years. B- encourage a minimalistic lifestyle among the people to make moving easier as it will happen every few years. Maintenence -100% P- allow those that wish to live in their tree hou

30 Replies 167,460 Views

[quote who="trims2u" reply="2" id="3635951"] AFAIK, the option isn't to set the same set of shipyard(s) for all starbases. Rather, the intent is a toggle to determine whether all starbases use the automated assignment system, or have the user set them on each. [/quote] looking at the way the screen is setup it does make sense that this is what it does. that being said we need a way to set globally which shipyards can be used for constructors and which

4 Replies 5,225 Views

[quote who="joeball123" reply="3" id="3635824"] ([base value] + [sum of the flat modifiers]) * (1 + [sum of the multiplicative modifiers]) [/quote] ok i will make some adjustments based on this formula

4 Replies 6,091 Views

[quote who="Horemvore" reply="1" id="3635811"] Basicly on Godlike the AI is getting a 100% range bonus. How this is calcualted, I am not sure. At a Guess, Base Ship Range + Map Setting + Bonus + Components. [/quote] im pretty sure that it would be (map setting , bonus) X ( ship range + components) im just not sure how the map setting and AI bonus work together and thats what im looking for [quote who="Horemvore" reply="1" id="3635811"] 40% C

4 Replies 6,091 Views

ok so i play a modded game with 2 major changes 1 is tech costs are increased by 10x and the second is range is reduced from 1.1 multiplier to -.4 multiplier (which i believe would result in 60% of normal range) anyways i was playing a map and an ai approached me from a distance i felt he should not have been able to and i found two values that im looking for some input on the first under godlike difficulty. Sh

4 Replies 6,091 Views

so i have 3 current shipyards and about 60 starbases atm 1 wanted one to keep pumping out ships and the other 2 to keep upgrading starbases. so i went to a starbase made sure that the 2 i wanted pumping out constructor's were in the current column and the one i wanted for ships was in the available column then i clicked the set for all starbases option. i went around to each starbase and ordered upgrades. then i saw that all my shipyards were puttin

4 Replies 5,225 Views

i have not had a chance to try it out but in the patch notes its listed that exploration treaty's are now limited to 1 per faction if i understand this right it means that i can only have 1 active exploration treaty at a time. as someone who plays mainly large maps with lots of A.I it can be difficult to meet enough players to start the U.P. what i propose is a communication treaty that can be attained fairly early in the game. this treaty would al

1 Replies 3,729 Views

the opt in is an un-official patch its usually available a week or so earlier than the official patch baring any major problems I would assume your stuck until then

6 Replies 5,156 Views

[quote] Rebalanced the "Life Support" mass-to-range ratios. [/quote] its things like this that show that even if you don't always respond you are reading all the posts

39 Replies 73,949 Views

just a minor thought while building a map i would like to see about 5 objects for the map editor that will only show up in the map editor. what i mean is objects that can be used as landmarks and such in the editor that will not generate when going live with an actual map

0 Replies 2,413 Views