bleachorange

bleachorange

Joined Member # 3287320
4 Posts 9 Replies 173 Reputation

Alright, thanks guys. I will try this and see how it goes. I did happen to see how researching tourism jumped my economy from 5-20 credits per turn to 150-200 per turn which seems way out of whack with tax revenue, but its nice to know. I researched this the same time I established a trade route, though. Do trade routes affect tourism?

8 Replies 5,222 Views

Lol, no I make sure to have hospitals and farms on every planet, even the ones I normally only put one type of building on (research, manufacturing, etc.). But thanks for the tip about colony ships. I've never increased it past the 2.5bil it comes with but did not realize a lower number might be better.

8 Replies 5,222 Views

PS - does anyone know what goes into the "power rating" formula? I think I'm constantly being ganged up on by AI because I'm lagging in this power rating and military power (which is due to me not having as many planets/techs, I think). Anyways, just throw me a lifeline if you know what's going on here.

8 Replies 5,222 Views

I try and focus on expanding research, manufacturing, and money in a synergistic fashion. I tend to specialize planets (excepting stuff like a farm/hospital that helps with population) by putting a lot of manufacturing centers (or whatnot) on a planet and letting them upgrade on their own, and I really try and get colony ships out fast so I can start this loop on other planets ASAP. I always seem to meet the AI with my power about 1k and theirs at 2k or even 3k. Am I missing something fundame

8 Replies 5,222 Views

Even though my friend and I were playing cooperatively, I got a great start and he got a horrible one. I was having a blast and he was having a crappy time. It's not about players vs ai, it's about everyone having fun and consistently (instead of rarely) having this much of a disparity in map generation is a bad thing.

12 Replies 7,229 Views

There are options which increase the likelihood of better planets, yes. However, if you are trying to play a game with occasional or even common habitable planets it tends to keep them in this clump of systems with similar planets, be they habitable or not on spiral maps. I have tried it with a star distribution that is more evenly spread around the galaxy (loose clusters? I cant remember) and the problems go away. This seems to be tied specifically to the spiral map type.

12 Replies 7,229 Views

On some of the text boxes the text isnt sized right for the box and you can't scroll up or down to read it (it's hidden inside the border of the text box rather than floating above). This appears when trying to read planetary bonuses in their mouse-over descriptions and in some decisions that have multiple lines. I can;t recall if it's in more than those two places, but definitely those.

2 Replies 5,641 Views

Perhaps I am alone in this, but I and my friend played about 10 matches between the two of us this weekend and we found that colonizable planets tend to be clumped together in sections in the galaxy (specifically on the spiral map) with some players getting lots of colonizable planets (10 planets in 10 systems) and the others getting lots of uninhabitable ones (I'm talking traveling through 20 star systems in a 'sector' and not finding a colonizable planet). </

12 Replies 7,229 Views

First and foremost, I have to say that multiplayer was very buggy for myself and my friend. Lots of freezing, (desyncing?), and the occasional disconnect, game crash, and corrupted savefile (if the person has already disconnected, saving it at this point is no good). - At one point, we were having to reload the game from a save every other turn and after an hour of this we called it quits. I realize it's a beta and it will have bugs, but this does need to be taken care of. <p

0 Replies 1,670 Views

As someone who backed Star Citizen, I feel that team has delayed some things rather than explain to people that an alpha state or WIP model/concept is not indicative of the final product, instead giving backers a beta and calling it an alpha. This may or may not be true, but it's my opinion. Regardless of their situation, I applaud you and Stardock and anticipate getting in feedback on items you are considering for the game. Cheers!

158 Replies 614,063 Views

[quote who="Chibiabos" reply="197" id="3444934"] Might be trademarked. Yeah, I got the reference ... you old smoothie.[/quote] Thanks for letting me know I'm not TOO geeky... Or, if I am, there are others who share my affliction. ;)

335 Replies 390,857 Views

[quote who="Volt_Cruelerz" reply="2" id="3193302"]Wait.. What? Weapons can be used against any target unless limited by the bool for siege frigates. The only way to make a weapon only affect one type of enemy would be to put a passive on that target ship and have the attacker not have a weapon but instead have an ability which would apply a buff to the target which would in turn check for the buff from the passive on the target and if found, apply a buff that would perf

5 Replies 9,440 Views

I have a faction in which I have unlockable fighters with upgraded weapons damage, but it's unbalanced for the sins races. however, I'm trying to add that damage to the 3 sins races in such a way that the AI would actually benefit, since I have no way of knowing if it will use a new type of strike craft with upgraded damage over the base types. since I don't really want to go digging into any AI stuff at all, I figured a selective weapons tech would work best.

5 Replies 9,440 Views

[quote who="SteelFin" reply="17" id="3191993"]Great mod for Diplomacy I can tell it is going to be even better for Rebellion with what I've seen so far in the beta. One suggestion I am going to throw out there. (I've been meaning to try this for my own mod). I like bombing planets into the stone age but as rebels, this seems out of place. Maybe you could change the bombing graphic to the colonize one and remove the planet explosions but still keep the damage modifier? This

19 Replies 16,718 Views

Hey, I'm trying to constrain weapon damage to one type of ship. Is this possible, or do I need to go the very long route of creating a new class of weapon just for one shiptype? Thought someone here might have tried this already and I don't have to go through trial and error to see if I can't get lucky.

5 Replies 9,440 Views

[quote who="GoaFan77" reply="16" id="3185954"] Quoting Paradizan, reply 15Would it be possible to fire such ability from various weapon-points or would it just fire from the center of the ship? I'm not entirely sure, ability hardpoints do have directions, but I'm not sure if abilities automatically pick one facing the direction of the target or not.[/quote] it depends on the ability, and how you want it to work. but I would suggest looking at the boarding part

18 Replies 51,686 Views

[quote who="lbgsloan" reply="10" id="2530886"]They really need a cap on how much they can upgrade. They shouldn't be completely outclassing a fully upgraded HC by a factor of 200-300% I understand they need to become strong enough to be a threat to a fully upgraded starbase so they don't simply feed you XP. However they shouldn't be able to take on your entire late game fleet head on and win. They're raiders/mercenaries, not the damn Antarians. [/quote] &n

71 Replies 185,633 Views

i have to say that with the amount of discussion about the pirates alone, there needs to be a change. Impurity's screenshot says it all. Ryat, go seek therapy with the nearest specialist. the pirates should not have frigates that are more powerful than capital ships, period. end of discussion.

33 Replies 72,191 Views

[quote who="dragoaskani" reply="28" id="2530554"] Quoting chuckomutt, reply 26 Please Stardock, don't make me turn off the Pirates just because you wanted to add to Diplomacy the ability to hire thugs. Look I'm not trying to be mean here. But you seriously must be very bad. The pirates in the game are still nothing but a predictable minor annoyance. Even with the latest diplomacy build. (1.055 I think it is) A starbas

99 Replies 283,639 Views

[quote who="Darvroth" reply="23" id="2530278"] The only defense I have found is use whatever resources it takes to ensure someone else is the target. Pirates needed a buff but the current flavor is just a bit much. In the current form a mid to late game pirate raid is more powerful than my largest fleet. Darvroth [/quote]i agree that the pirates are overpowered. look at the stats. 30 armor??? 3000 hp??? thats on the little frigates. they eat fully decked planetary defe

99 Replies 283,639 Views