[quote who="eviator" reply="12" id="3631881"] Stardock continues cater the game for smaller galaxies because they are (improperly) interpreting their stats that proport to indicate people prefer smaller galaxies. [/quote] i started 2 games on tiny galaxies tonight merely for testing other then that i only play on immense maps atm im 20+ hours in and only now thinking of expanding my empire
androshalforc
Don't rush to much I'm probably going to build a new map this weekend and see if a new patch comes up before I get to try it out
Add a cancel button to currently building modules. You don't know how often I've clicked on build sensors when I did not want to add an option to destroy modules that are no longer wanted
That's pretty much what I'm after
[quote who="treborblue" reply="2" id="3633292"] A lot of work indeed. There are 3349 entries in 10 tech trees. [/quote] thats what I was afraid of as horemvore said I may have to just play with the multipliers to find a good balance
hey guys just wondering if anyones made a tech tree mod specifically to increase the cost of techs? im hoping to increase the cost of all techs by 10x or so and while simple it looks like it will be a tedious project with the way the research speed modifier works it's practically useless in game and i don't like researching endgame techs every turn with only 2 dedicated research worlds
The problem with the bazaar screen is the mouse scrolling only works if the mouse cursor is over the list of mercenary ships and does not work along either side
i am also having a starbase crash however mine crashes whenever an enemy ship attacks my starbase
Actually it only builds 2 Yor there are additional techs that each add 2 with the final one adding 8 yor I believe
[quote who="Seilore" reply="2" id="3632234"] Don't forget you get several mass reduction techs along the way that by researching any of those it unlocks the mass reduction on those parts. [/quote] yes but it also effects the lower levels by the same amount [quote who="Larsenex" reply="1" id="3632232"] So at this point just research T2 and be done with it. [/quote] thats kind of the point im trying to make its fairly pointless to g
can we have a way to update all starbases to use a certain type of constructor rather then having to set each one individually
not sure if it was posted but i noticed a bug with the new constructor queing. when selecting a module to build (requesting a constructor) it does not look at banked production points in a shipyard so if i have a shipyard with 1000 points stored production receiving 1 point per turn nothing currently in que and another nearby with 0 points in banked production receiving 100 points per tu
1) the mass to range ratio of life support modules does not make any sense basic life support mass 5 range 6 ratio 1.2 environmental support mass 5 range 9 ratio 1.8 stellar support mass 7 range 12 ratio 1.7 deep space support mass 9 range 15 ratio 1.6666 support field generator mass 10 range 18 ratio 1.8 stasis field generator
i too have a question about the starbases will the new system finally eliminate the constructor spam? i recall brad saying that GC3 had hit the nail on the head in regards to the constructor spam problem. and i dont see how that can be when the current system so closely mimics the old system
[quote who="jdwren" reply="31" id="3598073"] Let me give an example of WHY the planetary wheel UI is so important. Imagine you need 141 points to produce a ship, but now you fall slightly short with the new button options. Before, if you had enough production points, you could get there by adjusting the wheel. But now you can't. You have to start destroying improvements and replacing them with factories and wait until you have enough. OR you have t
I have not played recently however that perk is intended as a one time event all planets and starbases in your zoi when you take the perk should be flipping there is no lasting effect
Quick start games usually have the same settings as your previous games
[quote who="Seafireliv" reply="4" id="3596085"] Robotic AI type Factions should mostly likely be immune to war weariness, and only be more susceptible to stopping a war if it suits them logically. Even non-robotic sentient aliens may not care for war weariness if they have a hive mentality where the individual is unimportant and again, only stop when the numbers logically mean the Race would go extinct. [/quote] actually i think th
i was gonna say you could make the artifacts random on load but that would just mean people would reload untill they got the free tech
in theory you could make a mod that reduces the cost to produce all upgrades to 0 however i think you would still be limited to one per turn
[quote who="RickInVA" reply="3" id="3595518"] What is the benefit to you of it working the way you want? What bad thing happens if you move the slider to 100% military for that planet? [/quote] the benefit is he can continue the game the bad thing is none of his planets can build anything else
Most likely you got the ideology trait which gives you 3 'free' ships per planet you should be able to decommision them if they are causing you to go bankrupt
This has been asked for again and again keep asking and maybie they will finally do it
It is a mega event not sure why you wouldnt have had a popup
Is it possible the drengin quit the UP?