JorgenCAB

JorgenCAB

Joined Member # 3472732
19 Posts 287 Replies 11,310 Reputation

Then you really don't get what I talk about, do you... ;) ...and it have NOTHING to do with cognitive dissonance, that is just you being arrogant. I don't care if they increase the sensor output of stations to 25 range as the first upgrade in order to compete with a dedicated sensor ship. They just need to fix the balance between sensors on ships and stations. They also should give the AI some dedicated sensor ships to level the playing field a bit. &nbs

233 Replies 1,012,661 Views

[quote who="Nastytang" reply="80" id="3548012"] In my "opinion" it is just lazy to use these sensor boats and has nothing to do with either fun or smart tactics. Wrong! [/quote] Ahumm... did you notice the word OPINION ... I even emphasized it... and opinion can not really be wrong in that context... ;)

233 Replies 1,012,661 Views

[quote who="kestlstw" reply="73" id="3547939"] You say its a fact but that is your opinion. I read your thoughts on sensors being overpowered and I wonder if you have actually played on an Insane map, in my current game I'm about 180 turns into an insane map with all of the base races and 2 custom races. I've met 5 races but my borders still haven't reached another race's borders, I've only found 1 race's territory and just barely, 1 plane

233 Replies 1,012,661 Views

You can argue the validity of the "option" to use linear stacking sensors all you want... It does not take a way the FACT they are completely UNBALANCED in regards to other means of sensors such as stations and planets. It is a "fact" that sensors stacking linear on ships IS taking away meaningful choice from other parts of the game. The developer have to either nerf sensors on ships or severely boost them on stations and planets so these choices

233 Replies 1,012,661 Views

As far as has been explained is that the AI only knows about other planets on the higher difficulties, exactly which one we don't know. But they don't seem to know where planets and resources are on normal level, at least not while I watched the AI play in my latest game. I did notice however that the AI used some of the designs that I created, that was a pretty refreshing thing to see... ;) Otherwise the AI only use the ships that a

233 Replies 1,012,661 Views

I just played an AI only game where I sort of got lucky and the Terrans I watch got into a death spiral mode that I think some empire do. The Terrans build a few scouts and started scouting, it then built a few constructors. The Terrans managed to build one mining base near Earth and settled Mars. Now, the problem was that they sent their constructor to a rally point near the shipyard and unfortunately pirates patrolled that area and repeatedly de

7 Replies 7,675 Views

I have noted the same behavior from the AI. They seem to have loads of money and it just keep piling on while not doing much... some AI expand a little some not at all and the Krynn expand like crazy on my insane maps.

7 Replies 7,675 Views

I have fiddled around some with the planet settings in the XML files and changed so most planets you find are quite low class and special traits are quite uncommon. But you can find some good planets once in a while. I also set the planet count to common but the habitability to rather low values. This give a very interesting universe and a really manageable game on insane maps. It really is boring having hundreds of planets all over the place, especially when most plane

52 Replies 209,407 Views

The simple formula is that population add pop^0.7*2 production. Approval can give up to *1.25 to the total production of a colony not just the population. A colony capital give +5 production so of you have a new colony with 2.5 population you get... With 50 Approval rate (5+(2.5^0.7*2)*1 = 8.8 production With 100 Approval rate (5+(2.5^0.7*2)*1.2 = 11 production

6 Replies 27,574 Views

Soo... you mean that within a 75 turn period it's not meaningful to build a hospital? Production is set to 100% until you built the labs you want on the planet and then you switch to 100% research focus. I usually start with 100 approval on new colonies... 1. Planet is set to 100% social production. 2. Factory that is rushed (money or colonial trait). A single factory can in the middle of the game easily gi

21 Replies 49,759 Views

[quote who="BuckGodot" reply="27" id="3547189"] BTW, I'm actually testing an Insane Map game with the current rule set with the sole tweak being to Approval Relics (made it so I was receiving the 10% boost per module as described in the tooltip). Most of my planets are currently just under 9b population. At the moment, and with the techs and starbase modules I have, I reckon I can get 82 planets or so in my empire before I start taking a hit on morale (I intentionall

55 Replies 36,811 Views

[quote who="BuckGodot" reply="24" id="3547167"] To be honest I'm actually fine with the notion that having a large number of planets on bigger maps will get very hard after a while. If we might get to have 100-200 planets but more is impossible I'm fine with that. I see no reason why populating half or more of an insane map should be needed. *cough* Conquest victory. *cou

55 Replies 36,811 Views

To be honest I'm actually fine with the notion that having a large number of planets on bigger maps will get very hard after a while. If we might get to have 100-200 planets but more is impossible I'm fine with that. I see no reason why populating half or more of an insane map should be needed. In smaller maps the penalty should perhaps be increased a bit to balance it.

55 Replies 36,811 Views

I have come to the same conclusion as you... approval is the key to a growing colony (all the time). As long as you have 100 approval you always build one factory first and then whatever structures you think that you need starting with things like a hospital to increase population growth and make sure your approval stays at 100 all the time. You only want more population than your morale can handle on worlds such as super growths planets that you use to move population to other colonies.

21 Replies 49,759 Views

If the sliders are suppose to get rid of micromanagement I'm fairly sure it has not worked. It actually add quite allot of micromanagement in comparison with changing buildings on planets which you don't do as often. I also don't see why you would change planetary improvements more if you did not have the wheel to manipulate individual worlds. It is pretty easy to use a project to focus on research or wealth if you like to focus on that for a while. Just let

27 Replies 9,580 Views

With special planets you mean those with a special trait such as Serene? The question then is... how do I control the class of the "special" planets as well? What I want to is increase the number of habitual planets but make most of them very low class... **EDIT*** Ah... I found it... yo can set the weight in the PlanetTraitDefs.xml file as well.

3 Replies 14,176 Views

In the file GalCiv3MapDefs.xlm you have a tag called ... here you can set the class and what weight these have when the a habitable planet are generated on the map. My problem is that these values are not used and whatever I select here don't seem to be used. Could someone point me in the right direction where the weight in what class a habitable planet will be or perhaps there is a bug in place here?

3 Replies 14,176 Views

Would it be possible to have a Nebula block scanner ranges when you scan into them as well as when you stand in them? This would make a Nebula more interesting during warfare, especially for Space faring races that can use them to play hide and seek. You could then also use that same mechanic to introduce more interesting ECM and cloaking technology so they don't have to be so analogue. Instead of either you see or not cloaking

0 Replies 9,060 Views

I have no big complaints about how repair work except that it makes no sense you can build a ship in a few turns but it can take twice or more as long to repair them when stationed at a planet or star base. In reality it does take a very long time to repair battle damage on large things such as a ships. I think it is reasonable that you could have some module on military star bases to quicken the repair. Ship yards should automatically repair more then any other base or

24 Replies 97,428 Views