Great Update!!! Debating whether to start over my current game to dive right into this.
PalaceGuardian
[quote who="Frogboy" reply="68" id="3703146"] The basic problem is that I need to get the AI to consider food and buildings good things. [/quote] Could you have the AI instead look at lower population as being bad if the planet has a capacity higher than the current population cap?
Thank you for the update 2/2. I appreciate you name the CIV on the receiving message alert. It may not have effected a lot of people but I duplicated your core civs multiple times so I had no way of knowing who was talking to me. I ended up changing their background pictures to include numerals. I may now revert to the more cosmetically pleasing.
Statistical Islam Jihad must be one of the most famous Islamic concepts. It takes up a large portion of the Islamic Trilogy (Koran, Hadith, & Sira). Material for jihad is 24% of the Medinan Koran and 9% of the total of the entire Koran. Jihad takes up 21% of the Bukhari material and the Sira devotes 67% of its text to jihad. Statistics gives us a measure of the claim that the real jihad is inner struggle, the so-called “greater jihad”, whereas the
Yo no puedo responder por tu pregunta, pero la gente en esta forum hablar ingles. Para un repuesta mas rapida es mejor que vos traducir tu pregunta por la developers. Disculpa mi espanol.
With the announcement of your latest expansion you are likely to see amongst the normal complaints and wishes of your fans an increase in psychological operations against your staff by your well heeled competitors. Demotivation will be the goal and "failure to please" and "criticism of your work" the probable means to achieve it on the forums. Unless they know more specific susceptibilities of individual staff for exploitation and triggering. Which I have gathered they do for at least one. Re
Military starbases are good for defense. I play with the vigilant technologies so I have defensive economic starbases around my colonies and then an outer line of military starbases around those. I play a defensive game so my first 6 or 7 citizens are usually administrators for starbase construction. When my defense is set, my fleets can move back and forth between my protected zone without using hardly any movement points and have massive offensive and defensive perks while penalizing the at
[quote who="aerez4546" reply="9" id="3701584"] Just curious, are your weapon techs always researched ahead of defense techs? [/quote] Honestly, I couldn't tell you. I never use my research for either weapons or defense, I use my starbases to boost my ship stats. I trade for those techs until I am able to recruit citizens every turn or every other turn, then I rush research weapons before defense. So in any given game one may be farther than the other dependin
I play on insane maps with 60 Godlike AI. If I could not build Military Starbases, I would not have a prayer. Something to know is their effects stack. So if you have three or four overlapping Military Starbases, you can massively improve a junk fleet. I actually believe they are overpowered and should cost two administrators to build. I have voiced this elsewhere.
Looking good! And Looking Fun! I imagine type of government will have an effect in diplomacy like ideology has now? Assassination of Cabinet Ministers Possible now with espionage? Or save that for the Subterfuge DLC?
courtneyme109, do you experience the problem stated by the original poster? I watch my carrier battles and I have never seen it. My assault & interceptor fighter modules spawn as such. I dont use the guardian module, and dont have any ships in the back protecting my carriers. They are always out front laying waste to the enemy fleet. The only problem I have is the 64 ship limit in battle that limits the maximum number taking part. That's hit with three of my carriers though I usuall
[quote who="ZekramBogg" reply="11" id="3701174"] However, I have zero way of adding these precursor weapons to any of my ships without entering into the designer. And even then, I'd be designing a whole ship type to slot my single use precursor weapon. That's way too much effort to just try an add an extra bonus of an extra laser or missile or shield module or something. Especially when you're new and you don't want to mess around with the designer just yet. [/quote] <
Thanks for showing us a glimpse into the way you play your game. I find myself fascinated with the way others think and play it compared to me. Can you upload any video for us to watch?
I use carriers intensively, I sell, trade, and rush research with citizens to get them. I have never experienced this with several hundred hours of gameplay.
Isn't vigilant the tech that allows you to research fortifications? Adding +5 +5 +5 to each ship within range? That is probably why.
Does the AI connect to your server during the game for strategic advice? Over the last six months I have attempted to win the game via conquest on ludicrous map with 60 godlike AI Civs, three clones of each of your base Civs, abundant everything except blackholes set to common or uncommon I dont remember. Every time I have gotten close I was prevented from winning by a bug or an update to the game. However, my current attempt with 2.7.1, I decided to turn off my wifi when I lo
[quote quoting="post"] Unintended Consequences For example, with the right combination, you could get ships with a base speed of over 40 moves per turn. That's without adding an engine. There are players who have posted complaints at how slow things get when they try to move their 90 move per turn ship around late game on a ludicrous sized galaxy. [/quote] 90 moves??? Late Game Ludicrous Map my main battle fleet ha
Please add an option to retrofit ships in the shipyard, and the ability in the ship designer to group a class of ships together that I see happens with some of the core vessels. The little yellow arrow that can expand to show improved designs. (Not the one that separates missile, kinetic, beam, mission, etc but is underneath some individual ships). When I design a class of ship I want be able to click on that ship class and have the varying options I have designed and have available o
Add an irrigation or other farm improvement building ontop of it and terraform and plant farms all around it.
I disagree. Cuts down on micromanagement big time. I starbase spam with 20+ economic and military starbases around my homeworld and eventually upgrade them all, Once you get your economy going, especially with the economic starbase improvements you're rolling in dough. They should change it to 2 administrators for a military starbase in my opinion, too powerful early on. As for monastium, I typically play with 64 players in the game so I have no problem trading for it.</
I have the same problem sometimes too. I find it works faster if I am zoomed nearly all the way in prior to confirming long range movement. Another problem I also experience is if I happen to accidentally mouse over or zoom too close to a blackhole, freezes everything for a couple of minutes. All in all, once you find the work around it's not much of a problem for me, I love the game. Just wish I could turn black hole animation off. Intel core i7,
With the increase in population for colony ships you must then address upgrading constructors or other ships to colony ships without the hit on population. That should now be seen as an exploit.
So I heard you were going to add an Easter egg into the game and gift a set up like that to the player who finds it. Right?
First thing you need to do when starting the game is go to the designer and create light versions of your colony and constructor ships. No need for extended range or increased speed for close planets and resources, just wastes build time. Also design a light defense type craft, revisit as you research and pay attention to construction cost. You dont have much manufacturing at the moment so dont add anything else. One weapon, thats it, no engine, no range, no sensors, no defense. Dock all mili
Been waiting a long time to see this, thanks.