Usually a Shipyard or a Starbase isn't looking for a fight because it's an import piece of space real estate however, when you have an unarmed transport ship coming in to invade one of my undefended planets and that my planet is within the influence area of armed starbases or near a armed shipyard then the Starbases / Shipyards should open fire on the transport ship. Starbases or Shipyards are not as important as colony planets so they should be involved in defense. <br /
JacquesGauthier
Hello, There are times when I want to use a fleet but it's been a few fights and finding out how many hit points it has left in relation to its maximum is not easy. Please see this link as to where I would like to see the hit point status being displayed. https://www.dropbox.com/s/qcw4y7am5u3ya6i/HitPoints.png?dl=0
I do at times eject the constructor from the star base but it is kind of counter-intuitive to have to do this. It makes more sense for the star base to help with the upgrade work.
On Earth in international waters, when a ship is in distress, ships which hear the distress call, are expected to offer assistance even if they are of a different nation than the ship in distress. You would have a similar situation with deep space starbases which are far from any colonized world. The only quick help that a Star Base commander could depend on are from other deep starbases in the area whether or not they belong to the same civilization.
Usually in Galactic Civilizations, a ship that is being upgraded can't do anything so if I have a constructor with constructor points that is upgrading to something else, the starbase should not be added in the "Update Starbase" queue. The constructor is updating so it cannot do anything. I have used the following tactic to avoid constructor spam: Using the designer I created two identical ship models (Med Cons 3XA and Med Cons 3XB) which is compose
As for the light dispersing over a distance, it has to be quite a distance after all we are seeing light from stars and this light took several million years to get here. So a close combat with ships laser dissipation should not be a factor. There is no atmosphere do dissipate the light.
Ship colonization, if we ever do it on places like Mars will likely use modules. It probably won't be very complicated to move a module from one place to another when a better location is found. Survival of an early colony may well depend on being able to move an habitat for example when a bad storm is coming or when tectonics become unstable in one area.
For Beams, they could be stronger if a battle is taking place near the sun. (Solar Panels). Alternatively, bullets and Missles could make use of a gravity to extend their range if near planets. Somewhat like they did in Star Control melee fights. A fleet could be required to re-visit a star base to re-charge // restock after a fight. Unless freighters are used to re-supply fleets from planets or star bases.
I've noticed that the automatically generated ship models tend to use the same defensive tech as the offensive tech it is using. For example the Cutter uses lasers and shields (which counter laser). The AI at this point tend to favour lasers and shields. They are: Rock - Rock // Paper - Paper and Scissor Scissor. If I wanted to send a fleet of my own to counter a fleet of Cutters, I would likely use a small vessel with shields to
I used the designer to create a cargo hull with a bunch of Hyperdrive Plus engines. I called this design: "Speedy Cargo I". Now this design couldn't go anywhere because I had forgotten to include life support. So I used the designer again, taking the option to use the existing design for "Speedy Cargo I". I removed one of the "Hyperdrive Plus" engines in the design to add a "life support" module. Then I saved my new design under t
Hello, Right now, when are on the detailed menu for a planet / shipyard, there is a left - right arrow which lets up loop through the next planet / shipyard. For example: We can click left or right to see the next planet on our list. Same thing with the Star Bases: We currently do not have the arrows to loop through Ship yards.
Hello, Right now, when I am zoomed out to see most of the map and I click "Idle Ship" there is no visible clue which tells me which ship is active. The way it is now, I have to zoom in on the map and click "Idle Ship" a few times so that I will see the ship circled in zoomed in then zoom out to see which one it is. Also, when I click on a ship, to make it active, this visual effect would make it clear that it is the active ship. I suggest this sim
Hello, A civilization had a mining starbase which both exploited a red (mining) ressource and a precursor ressource (xeno archeology). I had build a mining / archeology star base close enough to take possession of both when that mining starbase was destroyed. When I too out the last world of that civilization, the mining starbase became a pirate starbase. I destroyed it, thinking both ressources would then be claimed by my mining / archeology starbase and
In a game where a civilization has over-powering influence, the only option is military. I have colonized 2 extreme worlds and the Iridians will annex them both despite my having placed influence star bases around those two worlds.
One of the messages I got when I tried to attack an Iridian ship may hold a clue: "To attack another player is an act of war. You can't declare war on he Iridians". It is referring to the Iridians as a player. Perhaps an error in the code which manages teams ? The other races aren't usually referred to as players from what I saw.
Ok, so why can't I declare war on the Iridium ? The Humans declared war on me so it can't be a intergalactic peace agreement. They are building transport ship. I have an open borders treaty but I also had one with the humans. (Playing as Drengin). I trade some ships for a tech with them and that is counting as a treaty because they are making weekly payments. Is this why ? The message really should explain why.
The Auto Pilot is sometimes causing strife without need. For example, look at the trajectory this colony ship is taking. Now my civilization (Yor) has two star bases (as well as two colonies) that the colony ship can use to get to destination however the Auto Pilot is plotting a course through Alterian Territory. It should make use of my two star bases instead and avoid the Alterian territory. Stay in my territory and stay close to the border if need be.
To get around the slow population growth with the Yor I purchased what Colony ships I could find, then i would fly them to my colonies in order to gain that population. (When there are no more worlds I can colonize with them). Now when they are in orbit, I convert them to constructors the game tells me how long it will take, it is usually a turn. Now when that turn is done. The name of the ship indicates that it is a constructor, however the special property of th
Similar to this request, when I click on a fleet of mine, I'd like to know how many hit points it has left versus the total. I cannot see it when I click on my stacked fleets. When my ships guard a star base, and I am on the Star Base menu. If I click on a ship protecting it. I would prefer to know the health status of that ship not that of the star base.
It seems to me that in order to have Tourism revenue, you must have tourists. When a Canadian crosses into the U.S with his car to purchase some groceries or to gamble at Las Vegas, the U.S does not declare war on Canada. Purchases without visits are commerce, those with physical visits are tourism. Un-armed ships should not provoke an armed response from the host civilization. They should be necessary for that civ to get any t
The AI does seem to favour lasers and shields over the other assault tech. Perhaps because they take less room ? As it is, I can just design ships with shields and offensive weapons other than lasers to have a better odds of defeating their ships.
The game currently allows you to purchase the AI's ships when they are at war with you. Currently when an AI declares war on me, I just purchase half their fleet and use it against the other half. I even bought transports which I immediately used to take one of their planets. Your lack of accuracy (as per your original question) may be due to the effect of a military star base. Perhaps some jamming tech.
I observed something similar to this as well. Playing as the Yor, I took Alteria using a transport and Wisp managed to flip Alteria back to the Alterians. Alteria is a civilization capital, a minor colony should not be able to flip it by itself. One Human colony was surrounded by 3 Yor worlds, and that one Human colony managed to flip all 3 neighboring Yor worlds. The Human colony was by itself, and had no supporting starbases. In the same the Iridia
Hello, Showing me the total number of modules available is not that helpful as that number can change as my civ gets new tech. How about you show a total by category. Ei: Availale modules 4 manufacturing 3 Military 2 Research 1 Economy 3 Approval 2 Influence 2 Mining Only economic starbases have Manufacturing / Research, only Influence starbases have Approval, Inf
Looking at the Govern / Trade menu it shows me as having -2/3 trade routes available. I have 1 trade route of my own and other civilizations started trading with me, for a total of 4 trade routes. Also, I reported this earlier (2 versions ago) but it still isn't fixed. When I purchase a freighter from another civilization, it should ask me what should be its home world because I cannot use it as a freighter. When I attemp