Yeah I have been wondering what some of the racial abilities do exactly, cybernetic being one of them I haven't quite figured out. It would be handy if there was some sort of guide about what techs the various race abilities have associated with them. It is kind of irritating and time consuming to create a bunch of "junk" civs just to log into a game and see what techs their abilities give. Especially when the tech trees are a complete mess at the moment; lots of missing (or
aerez4546
The wait is killing me... Three more hours to go before I can start downloading according to Steam... Why are the boards so quiet?
Don't the Founders get Crusade for free? If so, I really don't see why any of you would really care about getting to play the beta before it is released to the people that have to pay for it. If it is free, you are getting exactly what the advantage of being a Founder was supposed to be. If it isn't free for you Founders, then sure maybe I could see being a little annoyed about not being able to test it out before the rest of us schmucks that missed out on the Founders title
I thought May 4th was actually a pretty appropriate day to launch Crusade. A game about galaxy exploration and conquest seems to fit in pretty well with Star Wars. As one of those Star Wars nerds I am fine with it :P
Amoeba is a very generic word. It is a single cell life form right here on our very own world; there are billions of them all around us. It is a common science/biology term. There really isn't any way anybody could win any kind of copyright infringement lawsuit over using the word in a game. Especially since the Endless Space guys are not the first people to use it... Endless Space 2 is looking to be a pretty fun game so far though. But they aren'
Umm, if you are using a modded game it is pretty ridiculous to expect the devs to change their game to fix issues with your modded game. I mean seriously, your post now comes across as nothing more than a trolling post.
Culture flipping still works fine if somebody tries to colonize a planet that is well inside your established "territory" (ie: deep inside your influence colored zone).
I just kinda wrote it off until maybe May. Hopefully it is released by then. That will probably be about when I get bored with Endless Space 2 and Witcher 3. Then I can get back into my GalCiv addiction.
Unfortunately no it is not a bug. Planetary invasions are immensely lopsided in favor of the attacker. The only real planetary defense is to kill the invading transport before it reaches one of your planets.
I really think that just eliminating the over-lapping stacking effect of economy starbases would go a long ways to cutting down on the constructor/starbase spam. In other words, just make it so that colonies can only benefit from the effects of 1 starbase. Just that one change would alleviate many of the problems of tech research snowballing too fast late game, problems of the AI not being able stay anywhere close with player production, constructor spam, any many many many other
I wanted the AI to do more trading and less "give me stuff please". It made me very happy to see this. It annoys the crap out of me when the AI keeps asking me to just give them techs for free, and then has the nerve to get pissed at me for saying "NO". Especially considering that I can't ask the AI to just give ME techs for free. I also like the administrators ide
Ok so we are more than a full week into January of 2017. I think Brad said something about the expansion being announced this month. So Stardock, any chance we will be hearing something soon? I am eagerly awaiting a new gaming experience.
Nope you don't have to build something on a trade resource to get it's effect. As a matter of fact, you can't build anything on them at all (you can destroy them to make room for buildings if you want though). They work by giving you whatever effect they say they have; all you have to do to receive their effect is to own the planet they are on. And their effects are cumulative, despite what the misleading descriptions say. So if you have 3 different planets
[quote who="lyssailcor" reply="21" id="3661847"] Quoting Publius of NV, reply 20 Quoting Philocthetes, reply 19 I've
Thanks joeball123. +1
You can click and drag things in the build queue to move them up and down the list to wherever you want them. Both for the planetary and starbase build lists.
Waste constructor modules? You mean you don't have 5 billion extra constructors being built with nothing else to do besides upgrade every starbase to max? And yes the interceptor module upgrade is basically a waste, since the tiny interceptors usually get blown out of the sky before they even get in range to fire one shot back (since they are armed only with short range kinetic weapons). Which is why I want the upgrade to assault fighters to actually work. Then t
That was sarcasm...
I think the starbase upgrade to assault fighters is broken. When my starbase's get attacked only 3 tiny interceptors launch to defend the starbase, and I have the 2nd upgrade to assault fighters installed (the upgrade you get from researching the last carrier tech).
I agree. I asked for this feature ages ago, probably when the game was still officially in beta. I have been waiting a long time to see this seemingly simple feature come to life.
So I went and did some revamping and upgrades for some of my ships to balance out my fleets a little better. I upgraded one class with several thrusters, intending for those ships to close with the enemy first and evade enemy fire, while my heavy hitters started pounding away. However much to my horror, when I took my newly upgraded fleet into battle for the first time, my fast little ships that I planned on being evasive got slaughtered instantly before any of my other ships even
I just ran into this bug also. I watched a battle with 4 of my ships against an enemy that also had 4 ships. In the combat viewer, I only lost 1 ship during the battle. When the combat viewer ended and went back to the galaxy view, it had all of my ships destroyed and the enemy with 1 ship left as the victor. COMPLETELY different results from what I watched in the combat viewer.
It has been fixed, you can set your own custom made constructors as the default constructor.
It seems that the secondary planetary tile bonuses are not working. For example a tile that has a +2 manufacturing bonus and a +1 tourism bonus, is not giving the tourism bonus when I build a Port of Call on it. Also a tile that has a +2 research bonus and a +1 manufacturing bonus, is not giving a manufacturing bonus when I build a factory on it. I noticed this with a new game started in version 1.8
I just got curb stomped by about turn 150 against Genius opponent AIs. I'm pretty ashamed of myself, yet at the same time glad that apparently I can't just roll over the AI without trying very hard anymore. *** oops edited, Genius not Gifted ***