[0.61] Ideology issue: [bug] Benevolent Breakthrough does not deduct 45 Benevolent points. [UI-flaw] When I complete a tech (normally), and unlock Breakthrough before visiting Technology, then I must loop back to Ideology to see my +300(?) rps update the research progress bar. In more detail: I finish a tech normally. Let #A = W4 Kinetic Weapons (for my railguns). At the next turn-start, my Missio
Gilmoy
[quote quoting="post"] ... every 10 seconds to pick a new [tech] ...[/quote] [e digicons]:X[/e] egad ... [quote quoting="post"] ... the rest of [techs] grant bonuses that will make NO DIFFERENCE for the rest of the game: Plus or minus +10% never made a difference in a single battle, it won't get a unit out 1 turn earlier, and it won't push a single map tile into my control.[/quote] It does for me! I think we're on opposite ends of the
[0.61]. I skipped Beta 2 for real life, so Beta 3 is my return to actual gaming. Terran, large (all default settings), 5 Godlike. Colonizable planets are few, but not too bad. On turn 78, I have 6 colonies, which is just about a tolerable burden for my micro style. I still micro everything. Some habits I will never change [e digicons]:hrmph:[/e] I am playing my default growth/weenie style, not (yet) influence growth. Al
Fleet combat (including combat vs. starbases) is evidently still a placeholder. Don't worry about it. There are many other placeholders still in Beta 3. Off the top of my head: AI ships sit on rally points AI devalues trading UP resolutions -- some have scope too large Galactic events -- some never expire XML errors in buildable prerequisite paths Just test that the mechanisms exist
You mean like how ‘Destroy’ and ‘Upgrade’ are right next to each other? [e digicons]:grin:[/e] Me, I just attack the survey ship with my Lost Defender and click "OK" on the window it pops up [e digicons]}:)[/e]
Not a PDF, and not from Steam. Search through this forum for some previous threads.
I've had planets with two Planetfalls! One for his lander, one for her lander [e digicons]:X[/e]
It's Stardock's way of saying we should ... spam escort ships too [e digicons]:blush:[/e]
The -20% may be type-restricted to only certain types of buildables. You'll have to peek into the XML to check that, though. This is a known UI incompleteness: Tooltips do not display any type restrictions on buildable cost modifiers. Just looking at a "-20% Manufacturing Costs", the player cannot tell which subset of buildables will get the -20%. c.f. Industrial Specialization, which has said since Alpha 0.31: <l
Both of you are correct! A specialization tech (rounded tech bubble) gives a choice of 2 or 3 options. You need to complete only 1 of them to unlock deeper techs in the tech tree (except across an Age boundary). You can research as many as you like (even all 3), but there's tech cost inflation to consider. See below. [quote quoting="post"] Once I complete a specialization, can I later change to another of the three? [/quote]</
Except that Rush buying costs (15 bc/1 mp), on top of Economic Stimulus's (4 mp/1 raw bc). Multiply that out, and you get (60 mp => 1 mp). Whoops! Suppose 1 bp (billion pop) create 1 raw mp. At +300% manuf, 1.0 raw mp => 4.0 mp. So 60 bp = 60.0 raw mp => 240.0 mp. 240.0 mp / 4 (per Economic Stimulus) = 60.0 raw wealth. Suppose you have +0% wealth. Then 60.0 raw => 60.0 bc (billion credits). Note tha
Ticket #WAF-808-95594. 0.61, Terran, huge map, 5 godlike. Fairly early, turns 60-65. I am still alone in my corner. I surveyed an Artifact that gave the nanoprobes that finish 1 random planet's current improvement. It randomly chose Earth, which had only Economic Stimulus (project), with the slider set to 100% military (shipyard). For ~5 turns thereafter, Earth's social queue appears as "Economic Stimulus - Rushed", in gray. Hovering ove
Correct, and as intended. The deeper issue is: does such a planet beat an all-research specialist planet? i.e. is your civilization's upper bound +mp% bonus four times greater than your upper bound +rp% bonus? I think it can't be. So it still pays to specialize all 3 separately. What you do gain is flexibility. All of your forgeworlds can agilely shift to rp or bc each turn, whichever one you need more.
Game-mechanism bugs: Benevolent tier 2 Mindfulness still gives the +25% G&S bonus to all friendly planets , not just your " first 3 planets ". Yaay! (Cause: The "first k planets" restriction game mechanism is not implemented?) XML bugs: Terran, Colonization tech. Research Optimization / Efficient Research</s
[quote]It would be great if you could cheat a bit by locking in a one way trip to friendly planet for a resupply similar to how taking a wormhole can result in a survey ship across the galaxy taking a locked straight path back to your space. [/quote] You can already move ships freely between your disconnected island ZOCs. Just click within any friendly ZOC and the ship will go straight there. You're at the mercy of the path generator, tho. You lose fine-grai
Hehe ... here comes another cautionary lesson from a totally unrelated game. Unix Empire again, dumb terminal alphanumeric text output. You can build planes (discrete units) and fly them as bombers over enemy airspace. Quasi-realtime, which means everybody stays up around each update time and hopes to catch their foe away from keyboard on vacation or real life. (Unix Empire is absolutely brutal that way.) How shall your fighters auto-defend aga
Ideology Breakthrough et al. worked fine through Beta 2. There's just no decent UI to display it, so you must be on your toes through the dizzying cascade of screens. If +300 rps (yah, it used to give 300! not 150) finishes your current tech, then exiting Ideology goes straight to the Tech newsbot, you pick a new tech, repeat as needed [e digicons]:bebi:[/e] (I think only once max), until finally your 2nd or 3rd new tech so
That's awesome! She should be able to pair up with her clone, and both of them still get their lone ranger bonuses! Two fiery breaths per combat, egad ... I think you just won.
The Warlord starts with Varda, Maya, and Ben the bear (who re-uses the ice lieutenant's flavor text). Varda's middle skill names her "Verda". A weak quest gave me a Scout. He collects treasure chests. Later, he found an empty monster ring, and cleared it! Monsters hit for more damage. They now show you how much melee damage they do (if you select or hover over them in combat). Trog archers have 10 hp each</stro
I don't see it as much of a (new) problem because we already have this problem on tiny maps. The first few area-effect spells you get instantly turn all Trog archer groups into knock-knock jokes that you've already heard. More to the point, somebody is getting paid to solve that design problem, and it isn't me. So I won't bother to expend effort on designs that will get swept away like crackers on a soup. Step back a bit, and consid
It depends greatly on the size of the map, but generally: Mainline (manuf/research, eventually strong military). A conquest-type path (or defense against the other guy's conquest of you). Phase 1. Build up planet tiles. Plan ahead for hex and adjacency bonuses, but generally go for some +manuf (to speed up the build-out), then the planet's specialization (whichever you choose). Your homeworld probably must split between manuf an
They're hard at work on Sorcerer King Beta 3, due Tue 12/16 [e digicons]^_^'[/e]
Heck with the Combat Viewer preview ... can we get a preview of a ship blowing up ? Say, a Ship Designer Contest winning ship [e digicons]:grin:[/e] . The Klongins have boarded, and we must engage self-destruct. Make it blow.
#17 may be as intended. Innovation Complex is a sneaky branch on the Cultural Influence path, not the Tech You To Death path. #19 is also not strictly 1 pop to 1 g&s. At low pop (e.g. new colony), you can easily exceed it without immediate penalty. We must deduce the rule for those 300-point saucers ...
[quote who="eviator" reply="2" id="3511654"] Take you G&S points, apply your G&S bonuses. That tells you the max population your world will support at 100% approval. Once your population crosses that threshold, every 0.1 population beyond that max equal 1% less approval.[/quote] So I thought, as well (based on my homeworld Earth). But at low pop, you can exceed G&S without penalty. c.f. a colony with pop 5.4 and G&S 4.4 still has 100% Approval.