Good catch. Never thought to try this myself.
Vidszhite
Click the planet. Click the ship icon. Click "Eject Ship".
[quote who="Ryat" reply="1" id="3549484"] You do suffer a production negative impact from low morale. Think of it as you aren't giving them the things they need to remain optimal. As for the overage, that's a bug. [/quote] Yep. If your Morale is 100%, you get 25% bonus to Production (which also increases everything from Research, to Manufacturing, to Wealth). If your Morale dips below 75%, you start getting a penalty instead of a bonus, and if it reaches 0%, your pla
#2 is the fact that the Preparedness Center gets an insane boost from adjacency. It does only provide 25% on its own, but it gets like 70% per point of adjacency.
Speaking of overflow, it's gotten to the point that I just can't spend all my production even on my most expensive ships, so it gets wasted anyway. I think at one point, my homeworld's shipyard had an overflow of over 15,000 production. That's with production sliders lowered quite a bit, too. My Manufacturing capital had its production set to 20%! Still loads of overflow.
Here you are, guys! Enjoy. http://www.mediafire.com/download/4hmp1xxzkmrmbsd/StarDestroyer.zip
[quote who="Xydonus" reply="1060" id="3548427"]Awesome stuff! Been trying to make them using Drengin parts but not been having any luck with that. Would you be willing to send me your star destroyer ship/ships so I can use them in my game? [e digicons]:)[/e] [/quote] Sure! (How do I do that?) [e digicons]:-"[/e]
[quote who="Gameassassin1020" reply="3" id="3548462"] This could lead to exploits of ships with survey modules being used to infiltrate.... Actually, that sounds pretty cool. Plus one op. [/quote] I doubt anyone would build fleets and fleets of ships with survey modules just so the AI didn't yell at them. Survey modules take too much space. I'm only suggesting that they ignore survey and scout ships for this one conversation in the first
[quote who="ManiiNames" reply="9" id="3548638"] Making it non-unique changes it for EVERYBODY, not just the Altarians [/quote] You have it backwards. Biosphere Manipulator is an Altarian-unique improvement. Only they can build it, because only they can research the technology. What you're doing is giving the Altarians the worse version that everyone else already has instead of giving them a fixed unique improvement. So, the fix we're suggesting does
[quote who="redviper37" reply="1" id="3548660"] use the support ticket system to make sure the devs see this before release. [/quote] I've been saying this was broken for weeks. Other issues take priority, I suppose.
[quote who="drakkos137" reply="19" id="3548544"] Someone said "building every ship on planets"... I said "defenders". I find it perfectly reasonable you would require Zero-Orbit Construction to make anything above Zero-Orbit Construction in the tree, or technological value. [/quote] FTR, there's both a Racial Ability and a technology that gives every planet a free squadron of defending fighters, so what you're asking for is certainly doable in the curren
Some of you have seen me mention my Star Destroyers every time I post. I won't shut up about them, as I'm rather proud of them. Well, here they are. <img src="http://i.imgur.com/visjqqT.jpg" alt="" width="1152" height="648"
[quote]Congratulations Stardock,You did a great job![/quote] Sarcastic or no, I think they did a pretty decent job myself. [quote]The large empire penalty is -0.2 per planet, which seems too severe. On larger maps, any race without Patriotic is at a massive disadvantage. I think lowering the penalty to -0.1 per planet would improve balance greatly.[/quote] I can't really speak to that since I always go Malevolent Warmonger, and my custom race has +2 Mor
Done. One recommend and a glowing review on the books. You guys have more than earned it. [quote who="gothvan" reply="7" id="3548271"]I know but I was wondering it the Steam reviews restarted at release. The early betas reviews are still there, even if they were given by people who wanted a complete game during beta 3.[/quote] I'd hope so. But we'll see.
[quote quoting="post"] May have always been there but i just noticed the AI using my ship designs. Haven't seen it use my combat ships yet but it is using my sensor ships and my constructors [/quote] ...if the AI starts using my combat ships, I'm f***ed.
[quote who="Frogboy" reply="6" id="3547084"] We're playing around with this still. I think we may do something where the population of the planet is put onto something that produces raw resources in a particula rarea. [/quote] That sounds like a good idea.
[quote]1) Pirates. What the #$%(. No rules for pirates? No supply? No cost? Just appear in the middle of nowhere and start raiding? This is "raging barbarians" from Civ 5, and we hate it. I don't want to DISABLE pirates, I want them to play by THE SAME RULES AS I DO. They should require a supply planet, they should have maintenance, they should have tech limitations, etc. Where are they getting their research from? That non-
Even post-opt-in patch, the Krynn are still rather dominant, and yes, I checked that they are no longer Patriotic. Even the Drengin, which I had set to Genius instead of Gifted, were second to the Krynn (only by a tiny bit though). Then again, the Drengin were using Kinetics post-nerf, and Kinetics are utterly worthless in this build, so that might have had something to do with them being second instead of first. Still no match for my Star Destroyers. :)
If I take a wormhole ride with my Survey Ship, and if it gets ANYWHERE NEAR the AI's borders, the AI will open a dialog and yell at me about my military building up near their borders. It ultimately doesn't mean anything, as I don't get a diplo penalty for it, but it's annoying and immersion-breaking. They should at least ignore ships with a Survey module for that specific dialog.
All right, I understand that Kinetics were a little ridiculous before, but the nerfs they received were over the top, particularly to the first few levels of weapons. Here's the old stats side by side to the new stats: Old Railguns: DMG 4 / RoF 3 / RNG 600 New Railguns: DMG 1 / RoF 4 / RNG 600 Old Pulse Cannons: DMG 6 / RoF 3 / RNG 600 New Pulse Cannons: DMG 2 / RoF 4 / RNG 600 Need I rem
Try turning off Trails in the graphics menu. That fixed it for me.
Yeah, that seems to have done it. I played all night doing a full on slugfest against the Krynn, watching every battle, and I didn't crash once. Glad we got that taken care of before release!
What this means is, if you research Toxic World Mastery, you actually get Radioactive World Mastery, and vice-versa. This was with the Iconian tech tree, in case it's fixed elsewhere.
[quote who="Derek Paxton" reply="13" id="3546944"] We have been unable to reproduce the issue with engine trails turned off. One thing you can do, if you are running into the issue where your video driver dies starting a battle (causing the entire game to go black) is disable engine trails. http://screencast.com/t/IIs0RUayMea9 If this issue has been effecting you, please let us know if this resolve
[quote who="Publius of NV" reply="1" id="3546932"] Do you think it's still too slow when the ship is repaired faster in a planet orbit? [/quote] A flat 4 HP per turn is gonna get real tedious real fast when ships start to get more than 100 HP. It needs to be a percentage, 2% when out of combat (with a minimum of 1hp), and 10% when in orbit (with a minimum of 4hp). [quote who="Lightbanee" reply="3" id="3546967"] Have you factored in the self-healing a