Ex Mudder

Ex Mudder

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

[quote quoting="post"] 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. Pirate Bases are a

12 Replies 7,199 Views

I have a small ship I made in previous game with 2 sensor modules. It now "sees" everything 11 hexes from itself. I don't recall this from Beta 5, where I made this ship design. Bug or WAD? I wonder what would happen if I added 2 more... 22 hex range from my ship?

233 Replies 1,013,213 Views

Design, from beta 5, is Ion Drive, Stellar support, and then a prototype weapon. The design with Prototype durantium drivers costs 170 more than the same design with prototype antimatter missiles. Maintenance is also much higher, 1.9 vs .2 Doubt this is WAD.

1 Replies 9,688 Views

Cargo hulls have far too much space. This results in the AI building very expensive constructors, colony ships, and freighters, while the human play can custom build cheap ones. Anyone tried a cargo hull with 6 sensors to reveal the map?

1 Replies 3,292 Views

1) Shipyards are too expensive. Constructors are much cheaper and you don't have to move the shipyard to where you want it after it is built. 2) love the 50 turn on resource trading. 3) Pirates are OP. I am still building my first warship, each pirate shipyard has 5 ships fleets (10 beam/20 shield/125hp), often in the same system as one of my planets. I feel like I am playing Raging Hordes in Civ. &

0 Replies 1,151 Views

[quote who="Frogboy" reply="5" id="3541661"] Balance feedback is welcome for sure. I personally think they might be a bit too high now. They were way too cheap. [/quote] You also need to compare building a constructor to build a shipyard vs building one at the colony. As it is I am considering giving up on building shipyards from the colony screen in favor of much cheaper to build constructors - and I can place the shipyards where I want, inste

11 Replies 3,125 Views

[quote who="Larsenex" reply="61" id="3540514"] Quoting Ex Mudder, reply 60 Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues) Do they still produce the same number of points? This current build th

127 Replies 399,588 Views

[quote who="Nathan E" reply="29" id="3541084"] The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects. It doesn't make sense to be able to convert factory production into these other things. It also causes factories to be too valuable in comparison to the other building types. Factories are already needed for building upgrades and to produce ships. But wait, they can also churn out money, research, happiness and babies on

36 Replies 82,734 Views

1) AI does not terraform. Altaria was still a class 10 when I found it around turn 100 2) AI, both minor and major, build way to many mining bases before they build economic bases, or colony ships. Most strategic resources are kinda useless early on, and should have a lower priority than building colony ships and economic bases. Minors and Majors grab every location on the map with 2+ resources in range of a single starbase

14 Replies 25,397 Views

Suggestion: 1) Allow the player to set autoupgrade on / off on the govern / economy screen. Place the radio button near the "reset all planet to global spending" icon. When on, everything available to be autoupgraded will be queued to autoupgrade on new turn. When off, nothing will be added to the queue, but it will not cancel upgrades either. 2) Add an "upgrade all" button to the planetary build screen, that

2 Replies 2,649 Views

This should be a fairly simple way to give asteroids and dead planets an purpose in game. Proposal: Every asteroid and dead planet in range of a economic starbase boosts raw production of the colonies in that starbase's area of effect by an additional +2%, over and above the base of 10%. Other Starbases: Other types of starbase grant a boost to military production to whichever Shipyard it is fed too, at a base of 1% per d

2 Replies 1,620 Views

Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues) Do they still produce the same number of points?

127 Replies 399,588 Views

I'd like to see this for planets and starbases in your / their influence. Influence in your favor should be hard to sell but easier to buy, influence in theirs should be hard for you to buy but cheap to sell.

6 Replies 11,844 Views

I've seen this happen a few times, where I have found colonizers still in the shipyard, some so far down the list they are inbetween scouts and explorers. Based on my most recent game, I believe it is caused by loading an autosave on a turn that colonizers are built. You get the pop up to retask the shipyard, but not the pop up to launch the colony ship.

5 Replies 6,955 Views

[quote who="Frogboy" reply="41" id="3540025"] Probably not this week. I've asked them to hold it as I want to do a bit more AI work on it first. [/quote] Not even a bug fix patch?

127 Replies 399,588 Views

I'd like to be able to turn off tech brokering but not tech trading in options screen. I'd also hope you can not broker trade goods or strategic resources to 3rd parties. Can you still sell racial techs to races that can not normally research them?

127 Replies 399,588 Views

I've been trying to figure out in what circumstances I would build a Social Matirx. Base is 10% research and 10% manufacture, and gives and gets adjacent bonus for research and manu. I placed one inside / surrounded by 3 megafactories and my colony capital. I got +10% research and +70% manu when I expected +40% and +40%. When I mouse over, the tooltip says it is level 6 and +30% manu and +30% manu, instead of +30% manufacturing and +30% Resear

2 Replies 3,202 Views