I think shipyards should flip if all the planets they are attached to have flipped. It is annoying to go for an influence victory and have a whole bunch of shipyards in your territory that are not attached to anything and that you cannot destroy.... as you are not at war with the "owners"
Taslios
it works awesome in GCIII I'd almost say it is broken it works so well. I just think how it works doesn't exactly make sense as it does not reduce the size of items... but rather increases the capacity of the ships...
So Miniaturization and capacity seem to be unified under the way the system currently works. If I build the Hyperion Shrinker and surround it with Military stuff, I can get my medium size ships that start out with 50 capacity to suddenly have 180 or more capacity. This is counterintuitiive on several levels mostly with the fact that we can stick things like Carrier Bays, and Transport pods and things that realistically can not be 360% smaller and still hold people. <
bumping once again cause this would be SOOOO freaking helpful on bigger maps.
I like this. It would be nice if the Top bar that showed turn and resources never went away. It is really annoying when flipping through the plant/ship yard screen and not know how many resources you have. This minimalist look is nice. I like it.
[quote who="Taslios" reply="40" id="3521247"] My issue with the current Ideology system is with immersion... I suspect that a lot of this is due to it being in beta and the dev's want it to be tested and broken to see the effects. as previously stated... Quoting BuckGodot, reply 37 One of the prob
What's wrong with Turtle tactics? Starbases used to cost money if you built too many of them. I suspect this will be back. Just make ALL starbases count against the cap. The player will decide if mining bases/economic bases/Influence bases/ or Military Bases are more important. But make them worth building. right now there is little reason to build a lot of mining ba
Starbases in general just need to be MUCH much more powerful. They need to have 10x or even 100x the hit points they currently have. Military starbases should also be included in ANY battle that takes place in their area of influence. Thus, if you built a military starbase and its area of influence includes three planets and a starport... the enemy could not simply destroy the starport an
Ooooh, That would be an interesting way of spawning anomalies. If the ship battles left burned out hulks or damaged ships that you could then send a survey ship to to possibly steal tech or spend a few credits to refurbish and relaunch the hulk....
So there is a huge discussion on the amount of Micromanagement having Overflow caps creates. And man some folks have OCD, but hey thats all good as this is a TBSG and not a RTS or other so taking your time and doing it right is the big payoff. A few things that everyone needs to think about. 1. Economy is not the finished economy. Production values are all at 100% now. In the finished game there is going
lol yes yes I do. at least I got the last name correct.
Well you also have to remember that Sid didn't actually design his best games.... Sid founded Microprose back in the day. His first projects were flight sims like F-19 Stealth fighter. He made Civ 1 and Civ2... but Alpha Centari was actually designed and programmed by Chris Reynolds... Sid is basically the computer game version of Walt Disney. He came up with some really ground breaking ideas... &nbs
That is soooo freaking cool. I can see it being used in an MMO more than Gal Civ... but still cool
I also like the one tile per tech option. Especially assuming the Bene trait that improves planet quality is fixed to work... I can also see a Super project that automatically Terriforms one low level tile... and another one that does the Middle... and the High end tiles....
They have purposely cranked production and economy in the beta to allow for faster game play... I suspect these will be normalized in the next beta prior to the actual release of the game.
edited due to others replying
USS Enterprise CVN 65 USS Sea Wolf SSN 21 USS Los Angeles SSN 688 The ship number needs to be there so that ships can be found, upgraded, traded etc. In my examples the Enterprise was not the 65th Nuclear Carrier built.. it was the first... but it was the 65th aircraft carrier built. The LA came before the more modern SeaWolf... but the Sea Wolf is actually the 3rd or 4th sub to have that name. T
I have to admit I simply quit one game rather than deal with my "fleet" of idle warships. The ships need to actually be IN orbit not out idle...
Well... once they put cloaking in... the sensor ships become less powerful... Honestly, I've always liked to have a few survey ships with a lot of sensor tech. There is still a cost associated with building the sensor ships. If SD wants to balance them out. They can just let the AI build a few sensor ships of their own. Seriously.. if the AI were to use half the "cheats" that the players did it would m
[quote who="Publius of NV" reply="22" id="3524395"] The way the Hyperion Shrinker is described in game convinced me that it was useless, and so I never built it. Thanks to this thread I now know that it works differently and could be very valuable. This should be an example to the Stardock developers of how important it is to get the little things (like tooltip descriptions) correct - if you don't, your players might never try out a feature that you worked hard to ge
I don't know the name of it.... and honestly may be confusing it with something else, but I think it is in the planet improvement path of the research tree... near teraforming... it is one of the focus improvements where you can improve research/manufacturing/economic
Did you have the random event that increases all adjacency bonuses? Did you do the research that increases the Research adjacency bonus? There are several other ways to increase the adjacency bonuses throughout the game.
Me too... pity work got in the way of gaming. .72 is much faster and lower on system resources. I love how much work you guys are doing. Thank you!
how were you able to buy one of their ships while at war? I've honestly not had enough time to play with the ship mods to see what effects they clearly have, however in GC2 there were ship mods that affected the entire fleet. I've been looking for similar mods and not finding them according to the text, but that does not mean that some of their ships might not have something that is creating a fleet wide effect.
Renaming the folder fixed it. Guess I missed that fix ;)