Ex Mudder

Ex Mudder

Joined Last seen Member # 417720
43 Posts 152 Replies 1,885 Reputation

These boosts applying to both planets in home system was fixed for a while, then it came back. Looks like the +10 to raw manufacturing, instead of raw production, is WAD, based on text. Which I dislike, as it forces your homeworld to always produce something or use a project. Did submit a ticket.

16 Replies 14,419 Views

I thought that relentless boosted raw production and only applied to the homeworld. In my game started under the monday patch, relentless adds 10 raw production to manufacturing in my first world and my mars. Even at 100% research I have 10 raw manufacturing production, plus modifiers (160% for 4 factories). No support ticket, never been able to get it to work. Also, the military manufacturing boost from Ruthless is also doubling shipyard

2 Replies 5,306 Views

2 clicks a turn makes the game seem to take much longer that it does. I'd suggest changing the button to say "move all queued ships" or just "move ships" before it says "end turn."

2 Replies 2,823 Views

[quote who="Frogboy" reply="21" id="3546966"] ah Patrioc. I'll take a look at that trait. [/quote] While I agree patriotic is OP (half as much penalty should work better), I also feel that the large empire penalty is an overnerf on larger maps, and irrelevant on smaller ones.

55 Replies 36,816 Views

[quote who="tungchiawah" reply="1" id="3544255"] This is not a bug, that was an intentional change. You should read the the patch notes, it's very helpful. [/quote] You're kidding! No, you are serious. wtf Yet another reason Beta 6 was a step backwards.

4 Replies 2,930 Views

Most tile bonuses were +3 or +2, with +1 to adjacent, but that is not always the case, as there ere are 2 exceptions. Research: wasn't one of these +3? Rare Earth: +2 research, +1 Manufacturing Mineral Rich: +2 research, +1 Wealth Population: why is one of these a +1 and not a +2? Wild Grain: +3 population, +1 App

0 Replies 8,818 Views

-1 cumulative for each module beyond the first I would support, with an possible exception for the first survey module. One of my problems with this is actually visual. Once I build my 32 sensor range cargo ship, I have to zoom out really really far out to see everything it sees. I find that decidedly odd, especially so early in the game.

233 Replies 1,012,696 Views

When I play with the Altarian tech tree as a custom faction, I get to use the Biosphere manipulator once on a Soil Engineering tile. The text says multiple times, but I have never actually seen that happen. Didn't even realize it was supposed to be more than once. I also get a "Universal Soil Adapter" from Habitat Improvement.

15 Replies 9,453 Views

New system really hurts new colonies, while barely effecting older colonies. -20% of a pop 5 colony is much less painful than -4 base morale. For a built up colony, that can be offset by a single building. Also renders +% building irrelevant. +100% of zero is zero.

38 Replies 27,797 Views

Makes anomaly pirates a pain, as it is 40-50 turns until you can send your starting survey ship into another one, and I've found you need 2 mediums, one with the survey array, to effectively plow troung ship graveyards safely.

29 Replies 14,740 Views

Don't like it, as it resembles a hard cap. +4 morale = 20 more planets. I liked % more because you could offset them with +% buildings. Just need more +% morale techs and fewer +x techs.

38 Replies 27,797 Views

At first I was happy to see that change in large empire penalty from -1% per planet to -.2 per planet. Until I read the fine print. 11 planets. -2.2 morale. Your colony capital starts with a base 3 morale. Now base .8 WAD?

38 Replies 27,797 Views

[quote who="BuckGodot" reply="15" id="3545471"] Quoting Ex Mudder, reply 14 I'd like to see abundant toned down a bit, but I will see if I can do that on my own by having fewer planets and stars. And I'm just the opposite as I think abundant needs to be cranked up a bit. [e digicons];)[/e] I got spoiled by the generation rate

18 Replies 169,276 Views

I'd day that common habitable planets settings have too many habitable planets, often 2 or 3 per star system, on par with what I would consider abundant. Uncommon seems to have a good amount for an "uncommon" setting. Abundant is certainly abundant. I'd like to see abundant toned down a bit, but I will see if I can do that on my own by having fewer planets and stars. Occasional planets / common inhabitable seems to work well for me, esp a

18 Replies 169,276 Views