Who cares if they show of sensor barges with a dozen sensor on it... it says nothing about how OP and hugely unbalanced it is to use it in comparison with other things in the game. You can easily have a relatively cheap sensor barge with about 20 range from turn one that has both good range and speed. Later on you can have sensor ships that span entire sectors. Sensor scouts are pretty much invulnerable since their range is so great they are NEVER
JorgenCAB
Could not agree more... there are not a single AI ship design that uses more than ONE sensor except for the survey ships that gets a sensor AND a survey module. Personally I think it is silly for sensors to stack and it makes scouting too easy. Everyone may play the game anyway they like, but I don't allow more than ONE sensor on most ships. I do however allow some extended sensors on larger ships, but I relegate that to stacking one additional (basic) navigation se
It would probably be easier to restrict some of these to one per planet, such as the power plant. But as mentioned... no fun in min/max everything and no one is forcing anyone to do it... ;) I always try to maximize the output of the Hyperion devices but not to this extreme extent. I doubt the AI is capable doing anything remotely the same so no real need to do it against the AI. I do like high capacity ships but it is problematic with very
Yes... I agree it is fun to watch... ;) The problem become when you figure out which classes of ships is more important... both weapon combination, size and type. The all become multipliers in your favor and make battles too easy to win. That is why I suggest more tactical options and better AI combat movement so battles become less predictable and each ship size and class as well as weapon type become important in some form. They should move away
Since the game are very narrow minded in colony developments I would suggest one rather simple change. Make negative maintenance from planetary structures three of four times more expensive. This will force you to make a hard decision on your focus and also more realistic at the same time. If you can support the infrastructure locally maintenance become cheaper but you will have to trade some efficiency in industry or research for doing so. This w
Only a choice if you want to disable ALL tech trade... I want specialized tech to exclude you from attaining any of the others. Either through trade OR research. It makes no sense you can trade for them if you can't research them. In a logical sense that is. I view the mutually exclusive tech as a choice. You can either choose to make your beams more powerful, cheaper or smaller. It is impossible to do all three from a technical standpoint and
These are my observation from tinkering around with the battle viewer and trying different things. Selecting ships that stay as a group will make you win allot more so designating ships as Capital, Escort and Guardian is the best and most efficient option. Ships suicide themselves when fighting with a starbase, even support ships do this. Long range and support ship should stay behind the starbase while escorts and defenders screen it, but never s
Having certain tech excluded and forcing you to make choices and games somewhat different every time you play is a good thing. I just wish you could not trade the techs to get them all... :)
[quote who="Illauna" reply="6" id="3542020"] I don't think you can. Honestly, it seems wierd that you can trade specializations. [/quote] So I just hallucinated when I just did it then.. must stop drinking spiked coffee!!! ;)
I don't disagree... I find it very annoying too... ;)
It is possible to trade for specializations that you don't have in Beta 6. I have tested that... But as OP found out... if you trade for one before you researched one you are stuck with the traded one, but you may trade for the others later. I'm not sure if I like that you may trade for them, sort of remove the fun of that feature. I hope they restrict that and make the tech mutually exclusive even on the trading table.
Currently I save my game and start a new game and use the console to give all technology and design the ships. Then I go back to the game... load it up and equip it. It is a bit tedious but I don't design all that often and when I do it take 30-60min depending on what I do and how many designs I have to do at that time.
The Helios Ore resource do not work... In the XML it is set to effect Colonies and not Ships, if I change this then the capacity of my ships increase as it should.
Yep, I have the purple or dark color on my faction and when zoomed out I can't see any of the symbols on the map... had to recreate the faction using another color. :(
I want to add though that "equipment" get the right color on window/glowing parts but regular ship parts don't.
My designs look like this when I design them... While the should look like this...
I really hope the battle AI are worked on... having assault and interceptor charging right in is just a plain stupid waste of resources. Assault ships should be placed on the flanks and engage by moving far away from the center and attack from the sides or the rear. Interceptor should engage assault or support ship using the same method. Capital ships should move in the center engaging enemy capital ships, flanked and/or screened by escort ships.<
Hummm... as I said... I trade resources and some other treaties so the other races don't go to war against me too often. It also depends on what type of race or type of game I play... I role-play quite heavily and that means I DO NOT play very optimally. Min/Max is boring and make the game too easy... ;)
Diplomacy is a bit unbalance in Beta 5 so it will become interesting to see the changes to Beta 6, especially for technology trading or if I have to leave that of again. Unless the AI don't start trading amongst themselves more and start really demanding a high price for technology without you being allies I will leave that option off. The AI really need to understand that trading technology is very dangerous with someone you don't know if you can trust and shou
Please have ships keep their name when you upgrade ships if they have been manually changed. If we take the time to rename them we should be able to keep their name and not having to rename them several times.
Until it is changed (if ever)... I think the most straight forward is to just make everything more expensive to build and research. Pretty easy to do with a script or small application so you don't have to do it all manually. That would make the game balance less affected overall.
Yes I know... but effecting money income is not very good because you need to also lower all maintenance values to half as well. We need a real pacing option... ;)
Game Pacing is just a +/-25-50% modifier on research or production... this modifier are basically a standard modifier. This basically means it effect the game very little. We need a real modifier that actually modify the RAW value of each category outside of any other values. Otherwise this option make no sense what so ever!?! EDIT! I change the content of this post a bit... :)
That is usually how it goes... Step 1. You colonize the planet and move the slider to 100% production and start building a few factories... perhaps 2-3 in a nice place. Step 2. You reserve some space to grow food and place some approval buildings and the rest become research or money buildings. The exact make up or mix depend on the planet in question as well as your current technology. Step 3. Once a
I just started a new campaign where I handicapped myself to using similar tactic as the AI, which basically is using the empire wide setting only and the most extreme are 60/20/20 setting. To be honest I enjoy this campaign much more and each world now feel more individual. It is also more fun to strategize over how to develop the planets in a way it was not before. It is also much harder to stay ahead of the AI... even on normal setting. :) <p