Vidszhite

Vidszhite

Joined Member # 3494671
30 Posts 254 Replies 1,375 Reputation

I don't think it should be doing that... good catch. Submit a ticket ( https://esupport.stardock.com/index.php?/Tickets/Submit ) and let 'em know.

7 Replies 6,788 Views

I like it. Good concept. [EDIT] Some feedback: Way, way too many things have a penalty to Diplomacy. Aggressive is debatable, Xenophobic and Cruel make sense, but Opportunist, Expansionist, and Greedy each have -1 Diplo? Really? Expansionist has a -1 to Morale? That's too harsh, especially since expansionist will lower their own morale via expanding. It feels like, for most of these, you couldn't think of a fitting penalty and just added rand

11 Replies 48,443 Views

[quote who="thegory1" reply="6" id="3552334"] This chart takes into account the rate of fire correct? Paul had mentioned that kinetics are going to make 3 hits per every one of a missile (end game). At the moment, it seems to be 2 hits for kinetic vs missile, it seems the rate of fire stats I can find are 4 units for kinetic, 5 for beam and 8 for missile. Has this changed or can anyone point to the relevant XML?&nb

45 Replies 190,456 Views

What sucks about this bug is that once you unlock Huge hulls, your military power goes up CRAZY fast every time you build a new ship, so you can easily hit 5000, reach 0 and then get so powerful that your score starts going up again, then you reach 5000 again, twice, in like 10 turns. This sucks for the AI because Huge hulls are the most powerful counter to Carriers, which they seem to otherwise have trouble with, but once they get huge hulls online, they surrender because they think

30 Replies 29,197 Views

[quote who="Larsenex" reply="3" id="3552318"]This chart takes into account the rate of fire correct? Paul had mentioned that kinetics are going to make 3 hits per every one of a missile (end game).[/quote] Of course. Endgame Kinetics have an attack of 12, so after 3 hits it's 36 damage. Endgame missiles have a damage of 40, which is still higher, and that frontloaded damage means they have a huge alpha strike capability. Even with a range increaser, Kinetics still have shorter ran

45 Replies 190,456 Views

I love it. Perfection. I was thinking of modding something like this in, but nothing on the scope of what you just did. I might even make the mod myself and use your stats for it. This is great. I was going to say I would have liked a damage increase instead of a weight decrease, because more guns beats defenses faster, and armor is still heavy... but then I remembered that Kinetics still has awful accuracy and range, so it evens out. [quote]Ironically, I haven't actu

45 Replies 190,456 Views

[quote who="Illauna" reply="6" id="3551613"] The Drengin may not care what Ideology you are. I'm still learning how diplo works but I know I believe they value each offense differently. Altaria HATES you if you are not the same ideology as them and the Kyrnn are worse. The Kyrnn are usually the first to declare war on me. [/quote] The Krynn are super aggro in general. They're usually the first to declare war on me, and I'm Malevolent just like them. Then ag

25 Replies 148,484 Views

[quote who="Sansloi37" reply="2" id="3551929"] Fair enough! In that case my only remaining issues are that: a ) It seems counter-intuitive that the better fighters come first in the tech tree; I have to spend more time researching worse ships? b ) The balance seems off, to me. Assault modules are only about 50% larger than

30 Replies 39,952 Views

Not a bug. Assault Carrier modules are nearly twice the size of Guardian/Interceptor modules, which is why the ships are weaker (you can either add more of them to compensate, or you can better arm the Carrier). Further, only Tiny ships will be designated Guardians and Interceptors by the game. Ships larger than Tiny with similar loadouts will turn into Escorts and Assaults, respectively. Only ships larger than Tiny can be Assaults. Naturally, you can change this yourself, but based o

30 Replies 39,952 Views

It should be noted that Tourism doesn't start happening until you research Interstellar Tourism, unless you play a Wealthy race, in which case you start with tourism enabled. Once active, tourism just works.

17 Replies 102,066 Views

[quote who="Surge72" reply="21" id="3551799"] I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily. Without specialising them so much, you could have a lot more Spaceyards being sponsored by many planets different planets late game with moderate Manufacturing instead of only a few with crazy high Manufacturing - thus making better use of the total empire Manufacturing and wasting less. [/quote] But seeing

52 Replies 66,781 Views

[quote who="BuckGodot" reply="14" id="3551718"] Has anyone here done the permanent boost to morale that the Malevolent trait provides to help offset this? I'm not quite at the point in my I/A/A/A game yet where I'm gonna be conquering fools. But when it comes, I expect it to help quite a bit. It's a relatively early trait as well (second tier, IIRC), so it's not like one can't get it early. [/quote] It's unreal. I play ev

23 Replies 93,195 Views

[quote who="Gauntlet03" reply="1089" id="3551333"] Hey thanks! I'm afraid your carrier idea is likely impossible, there are no pausing commands for animations, and generally they all act simultaneously on the part. You could get one to run off and up a straight runway, but it would then reverse backwards back into place... The closest I ever did with this sort of idea was housing fighters in a carrier, and having doors to reveal them, its in this set, I think ar

1,569 Replies 7,897,223 Views

Morale above 75% does give a Production bonus, up to +25% at 100% morale, as well as a bonus to population growth and resistance. Morale below 75% starts to reduce everything. You can see how much of a bonus you're getting by hovering over Population Growth (which is the only tooltip for morale that works right now). The reason it doesn't show in the tooltips for most things is that it modifies base production, which is a hidden stat that is expressed to the player as Raw Outp

2 Replies 6,461 Views

[quote who="Empress_Fujiko" reply="18" id="3550647"] How do patches affect saved games? Do the patches take effect when I load a saved game? [/quote] Changes to the engine will probably work in old saved games, but balance changes will not.

121 Replies 302,120 Views

[quote who="Echillion" reply="4" id="3551130"] The current invasion screen is a placeholder as the devs are working on a better version atm. [/quote] I said this in another thread, but yeah, there actually was a whole separate invasion screen that was sorta like a text-only version of the space combat viewer, so the framework for something awesome is totally there already. Unfortunately, at the time, it didn't actually DO anything, because the graphics weren't yet fi

11 Replies 54,160 Views

[quote who="Frogboy" reply="45" id="3551257"]Sadly, most play only small maps. Our data is based on games Started. Not games completed. If it was games completed I'm sure it would be even more stacked.[/quote] If it's going by Games Started, then it makes sense that people have started more Small and Tiny games -- Huge games and above take much longer to complete, and if people are setting everything to Easy Mode, people are learning the game, and they're probably constant

55 Replies 217,925 Views

[quote who="Stalker0" reply="10" id="3551265"]Just to check you, where you building those bases in enemy territory? Influence bases don't work like they did in Gal Civ 2, they are built around your own planets and buff your influence, they don't push into the area they are built in like in GalCiv 2.[/quote] Actually, they changed that towards the end of beta. They do produce their own culture now. [quote]That said, the consulate line of buildings did get nerfed near th

24 Replies 91,642 Views

[quote who="ArakisKhan" reply="13" id="3551326"] I do not think I ever remember any 4x game that I played to let you push out more than 1 unit per turn. I do not even know why this keeps getting brought up. [/quote] Endless Space does it. You can even rush buy multiple things per turn. PS, "No one else does it" on its own is not a valid reason not to do something, especially if people are asking for it a lot.

52 Replies 66,781 Views

[quote who="twilight024" reply="9" id="3550689"] 1) What is 95% cdr missles? 2) Are you able to stack multiple carrier mods on your ships? I don't think I noticed more fighters on my previous game? Is there any point to using more than one type, defense vs attack? [/quote] 1) 95% CDR missiles are when you load a ship with every missile cooldown reducer it can hold, which reduces miss

13 Replies 32,206 Views