while i have not yet played 1.4.. (actually i dont think ive played since before 1.2) paul mentioned in the last dev stream that they had a project added that would set your production to 100% manufacturing 100% military. if this is the case and the project is in there it should be reletively easy to clone that project and create 2 more that set your production to 100% research and 100% wealth this should then solve both problems of additional MM and people who
androshalforc
Did they reduce the area covered by a starbase when i wasent looking? Its still 5/7/9 right? if so you should be able to get 5 overlapping without any techs and 12 if nothings blocking you with both range techs
[quote who="adamb1011" reply="5" id="3594623"] Any sneak previews as to what is coming in the expansion? [/quote] they showed some stuff off in the most recent dev stream
[quote who="trims2u" reply="10" id="3594583"] Different tech branches for each specialization is too complex, and really too difficult to bother implementing. There are over two dozen specialization points in a typical tech tree, so unique paths for each are simply unmanageable. [/quote] actually i don't think it would be that bad if the specialization techs were just the regular trees with a hint of the specialization maybe with a unique tech thrown in on occasion it wo
Actually that looks pretty bad i dont see how you can even run windows let alone GC do you mean 12 gigs of ram
Ahh i could be mistaken thats probobly the notification i was thinking of
I see it now
I thought i saw a starbase mod it essentially boiled down to a military starbase that provided a bunch of extra moves
Some thoughts on your feedback Combat this game is not a tactical game and never will he the devs have said that countless times before while i would like to see some impovement to how combat works we will never have controll over it. Trading i agree that i would like to see more depth on trading im not a fan of your solution. It seems to me that it would cause me to do extra work simply for the sake of doing more work w
Looks the exact same to me
Unless they romoved it there is a notification tab on the right with planets and ships the enemy ships in your territory is usually near the bottom it doesent ahow you where they are just tells you if they are there or not so its pretty much useless
There was that one ship paul was showing off in last weeks dev stream
[quote who="jju57" reply="23" id="3593859"] Wish the opt in was today or tomorrow as this weekend is the first one I'll have lots of free time to play. [/quote] i believe they said they were hoping to have 1.4 towards the end of the month i would expect the opt in to be at best a week before that (if at all)
So how does the stacking bonus work? From what ive heard it sounds like it increases the value of items traded for by the number of items traded for. If thats the case couldent it be exploited by simply offering multiple items? say 10 tiny hulled ships with no modules that i churn out in one turn?
[quote who="cajee" reply="3" id="3593333"] What race traits do you find the most useless? I find the +25% economic/manufacturing/research traits a bit null as you can OP those with buildings? Better off to pick the morale/food buffs? [/quote] i think this depends entirely on the map type and game length while i dont remember all the bonus's off hand some like bonus research will eventually become useless on extremely long games
First off id say you have a bit of work before youve mastered production my homeworkds usually churn out 2-3 capital ships per turn for research planets start with a couple of factorys to bring down build times keep morale up and a hospital or other pop growth bonus to help it get going income i cant help with ie been letting the game age a little bit But look towards setting up trade routes and tourism as for multiplayer games my schedule is to erratic so
This has been talked about before and unfortunately i dont think you can change the formula One good solution i saw though i dont know where the value is buried was to change the LEP from approval to maintenece cost that from what i understood worked really well
[quote who="jju57" reply="5" id="3592417"] The point is on large maps I can easily have 20-30 opponents. And I won't encounter half of them till late mid-game. So they can gobble up each other and become an extremely powerful empire while I'm doing the same. Many times I'm placed near a corner. That means my home world is hundreds of hexes away. Anything build there, including troop transports take 20+ turns to get anywhere. So le
This isint just a problem with starbases but all ship combat they need to employ some form of fleet tactics ( not tactical combat but just automated combat tactics) a simple concept like stay together dont wander off should be pretty basic
Before attempting this you should save the appropriate files so that you can restore them fairly easily The problem is the space between amusement and park i believe that should be in improvementdefs.xml so to fix it would be to search for improvementdefs.xml open it with notepad or a similar text editor search for the words amusement park and replace it with AmusementPark this will change the core file and not create a mod yo
But then you would also need to add in a system of immigration that you the player could controll ex we've just colonized mars its a low class planet in the middle of our empire what should we do with it. ; leave it alone it will grow on its own and its proximity to earth will make it popular. 2) we've just colonized alpha Centauri its a medium class planet on the edge of our space, we've also determined that in a few years it will also be on the edge of dren
[quote who="jacate" reply="8" id="3591225"] No idea. Diplo' was out of the blue, but in hindsight that should have been an obvious win con'. I kind of thought, with the United Planets, that I had to be elected ruler similar to MOO2, and couldn't just win an allied victory. Hell, I would think that all my allies would have to be allied to get such a win, but I know for a fact some of them hated each other. That's why you RTFM. Also, is the starbase sp
Yeah i was hoping for something along these lines for tiny ships a swarmers component that would add +1 buffs for each ship in fleet with the same component
What about combining this with military starbases? economic starbases effect our worlds so can we define enemy worlds as a target? if so we. Should be able to create a module that reduces trade revenue by -1.00 multiplier if we could also add or remove planetary defense you could make a military starbase that makes a world immune to invasion unless the starbase was taken out or make a starbase that would allow invasions if p. def is above 150%
Was that testing only one starbase? Would stacking multiple bases boost the effect?