[quote who="Fragnafritzz" reply="4" id="3598394"] Uhh... what military project Playing thalan, it's not default. I'm not seeing it anywhere in the first "age of expansion" tier... [/quote] Military subsidies , it needs to be researched. With the Yor I needed to research ''orbital manufacturing'' to unlock it. It is the same tech the unlocks small hull size. Not sure if it is the same with Thalan tr
EvilMaxWar
[quote who="naselus" reply="1" id="3598387"] Don't bother with 50/50. If you just treat it as binary - 100% or 0% - then the project basically eliminates micromanagement. If you leave auto-upgrade on and set global military output to 0%, then add the military project to the bottom of the manu world's queue then it will switch to 100% social production, upgrade all your buildings, and then switch back to 100% military automatically whenever it needs to
This thread is NOT about complaining about the lack of wheel, or praising the riddance of it :p Plenty of these around already. It is about analyzing of the current state of things regarding how you control Social Vs. Military production in the new age of Patch 1.4. Let's take a look at how things are: Let's say you want to micro your planets to be able to switc
I think those who are trying to continue their old saves with the new patch will find the pill harder to swallow, especially for us planet microers :p My last game had evolved into a tedious war of attrition and I am actually glad that 1.4 gave me an excuse to start over :p
I think I follow your reasoning Brad and I am glad you made that post. Hopefully that will make things less confusing for many people. My knee jerk reaction to the removal of the wheel was frustration but I gave it a try and I do not really feel the game to be less enjoyable. The solution of making the wheel toggable in the prefs.ini is a good compromise. But what about making it a non-default but toggable option at the start of a game? It can have a strong influence on the o
The most efficient setting is when your planets are all 100% something specific. I never used the global wheel as all my planets had their own setting. I used something like 80-20-0 during construction and switched to 100% when I had nothing left to build. I would often use money to buy improvements in order to not have to move away from 100%. I cannot play the game the same way now. I feels a little more restrained. I do not necessarily dislike it even though it
In a funny way Im kinda starting to like the production focus vs. the wheel. Initially I really missed the wheel. I still kind of do but with the wheel you play OCD style and try to optimize everything. There is something feeling more organic about having to let go of perfection. ( edit: Or maybe it just reminds me of Galciv 2 , haha ) I miss the Military vs. Social production slider on a colony basis more than I miss the colony wheel. I find myself constantly microing
[quote who="a0152570" reply="16" id="3598043"] Quoting EvilMaxWar, reply 14 You guys need to fix wasted production. If global Military prod. slider is set to 100%, any colony that is a sponsor to a shipyard will completely stop social prod. regardless of if there is a ship being built or not. This is ULTRA annoying.
You guys need to fix wasted production. If global Military prod. slider is set to 100%, any colony that is a sponsor to a shipyard will completely stop social prod. regardless of if there is a ship being built or not. This is ULTRA annoying. The change to planetary economic controls is really screwing up the way I play. I am willing to give this new system a chance but the wasted production needs to be addressed quickly, all it does is create needless micro and player frustrati
N.1: I do not see the issue with #1 honestly. I never needed to actually unselect a building. If you need to know what a ressource tile does just hover for a split second over it and the tooltip will tell you. If the tooltip is not instant enough for you use CTRL ^^ N.2: I agree, SD should make the ideology decision postponable at least until the end of the turn. Depending on your playstyle this has a potential to be very annoying. N.3 : Th
I really like micro too. But I find Op's post to be a pertinent subject even though the title might rather have been ''Too much unneeded tedium'' For me good micro is stuff like the ability to tweak my production wheel for every planet. I do it a lot in early game to help my strategy but at the same time it is not mandatory to do it. Bad micro is having to purge my ship build list of unwanted models everytime a new war tech is developped.</
[quote who="Ryat" reply="3" id="3518061"] 5) There is no indication that a colonizable world requires advanced colonization tech without clicking on it, (in GC2 there was a little UI symbol to indicate that the world required advanced tech to colonize I get a little icon above a planet that requires advanced tech. And if you still are not, the next dev stream showed them having such a symbol as well. [/quote] <p
Not sure how much of this got adressed in beta 4 but Good post!
I like the idea of leveling up units in a 4x but I do not like it when it is too strong a mechanic. In galciv 2 for instance it was not obscenely strong, it gave an interesting hp boost but could not compensate weaker tech very well. Civ IV and V also had it right with their perk system. They gave an interesting boost to your units and allowed them to perform better according to your strategy but did not break the other mechanics by being too strong. I also like th
I agree with you, there are several annoyances that are obvious enough that you know they will be fixed eventually but they break the game experience strongly enough that you wish it was done sooner rather than later. Sure it is a beta but I think fixing the stuff that strongly annoys the player really helps people put in more hours into the game. Which is what we want in order to get more feedback and testing and bug finding. For me it is stuff like -Free ship u
Sounds great! Will be trying it in the following days. Looking forward to the new ideologie scheme, I played beta 3 a bunch and I felt this needed a overhaul, if only for the UI part.
Personally I think the ship model upgrades should be user configurable. -Use core designs: Y or N -Import user ship designs from previous games: Y or N -Automatically obsolete older designs: Y or N Personally I would answer no to all as I do all my designs manually each games. It starts right at the beginning with the CheapColonizer(td), which cuts on life support to save a few bucks.
Yeah the AI right now sucks, it is just doing its basic things. It seems to be the way of Stardock to release the game in chunks. Postponing it until they feel the code is stable and polished enough. I guess eventually there will be one big AI update.
1. If I had to chose one thing, I would say diplomatic initiative. I like it when the AI contacts me often for various reason and also when they do funny things. 2. Can't say really 3. I like a game that flows well, with very few annoyances, a good challenge and multiple ways to play. One little but annoying glitch or defect in the game can totally ruin what would otherwise be a good game. In this sense I like when games are well polished.
I played the Yor a bit and right now I feel the high granularity of their population growth breaks the experience. You only need 1 hammer to grow 0.2 pop a turn constantly. That is a pretty good investment return. By contrast, to get to +0.4 pop a turn you need to pump up quite a bit of factory output. As a result I never want tu put more than 1 hammer on pop growth. I feel that if the hammer/growth ratio was more linear I would feel much more inclind to play them.
w00t!! I am a few days late! MUST TRY NEW SHIPYARD!!
In the meantime I tried X3 terran conflict for like an hour and maybe im just a noob but I found it BORRING!!! Seems everything takes forever to do. *Starts sol defense campaign* -Objective 1: Fly to nearby squad for patrol duty. *Arrives at patrol squad after flying for 5 min* ''Oh noes! Neptune is being attacked by unknown aliens!! '' -New objective: Flight to jump gate *Flies 10 min to reach jump gate and warp to neptu
The trailer is awesome. So many games to play O_O
I only wish you could have upgraded the flagship in GalCiv 2, beside the idea was fine.
Freespace 1 is what I am playing atm. I have several flight sticks and what is annoying is that the one I like the most for the feeling of the stick has the least buttons. More buttons is better, there are tons of commands in the game and the least I have to reach the keyboard the better. I have one that has a lot of buttons and is overall very good but I find the stick a bit too stiff. It is a logitech extreme 3d pro. Also, is it me of flight sticks with f