kestlstw

kestlstw

Joined Member # 4462160
24 Posts 229 Replies 14,740 Reputation

I don't like it and if it stays that way at release I plan on modding it out of the game. At the moment I generally ignore morale with Synthetic races but try to keep it at a reasonable rate for Organics just to keep the growth bonus.

18 Replies 5,645 Views

I'm assuming at some point they are going to fix Synthetic pop cap which is why I suggest reducing it. I don't like setting my production higher than 75% to any one area and really don't like the idea of not researching early on and that's more micromanagement than I prefer but it does seem like that is the intended method to play Synthetic races. It also doesn't address that that AI is horrible at playing Synthetic races vs the just bad at Organic. M

13 Replies 40,048 Views

[quote quoting="post"] When I started games with abundant / abundant, I got way too many planets. When I went to abundant planets / common habitable, I got way too many planets. It was only when I turned down planets to common that I got fewer planets. XML issue with planet settings, or small of sample set? I'd think tweaking habitable planets would impact habitable planets more so than total planets. [/quote]</p

18 Replies 169,374 Views

Same here, started a soak to watch AI behavior with my custom faction with colonizer and when I say a rushed shipyard thought of this thread. I had tried to rush soil enhancement and it doesn't work but hadn't thought to try with a shipyard. I don't think that should be allowed with the colonizer trait.

13 Replies 17,732 Views

Did the AI you were watching have the colonizers trait? I'm watching a soak now and I think that's why its rushing a shipyard for every planet and they really shouldn't be able to do that.

13 Replies 17,732 Views

I haven't checked that yet in the latest build but I did just notice that Synthetic population cap seems to be a global variable, each time I build a power matrix all of my planets get a +2 bump to population cap.

13 Replies 40,048 Views

I haven't done all the research I should yet but just some logic before I get into researching organic growth vs synthetic. So grow about .1 a turn at the beginning of the game so 20 turns to add 2 pop, I think in my last game with a synthetic race turn 1 it took 30 turns to build assembly on my homeworld, 25 on an Earth-like world or 39 on an extreme world, this drops to 9 for the Earthlike world or 13 on an extreme world if the production slider for the planet is

13 Replies 40,048 Views

I didn't say it was game breaking, just that it is a bad idea and a poor implementation. It can be done well although I can't remember one I actually enjoyed. I have made several suggestions throughout the forums though. I'm thinking about remaking all of the tech trees after the modding tool is released to move the current specializations to new lines in the tree and replacing them with different things, though I haven't finalized what I pla

7 Replies 3,019 Views

A few more reasons why the game isn't ready for release yet. Diplomacy isn't where is should be, there are options available to the AI that are not available to the player, the player should have the option to decline a gift and preferably with at least the options of "That's too generous we can't accept, perhaps a trade instead?" or "Why would I want that piece of crap?". Also as I have been arguing with no success yet, collapsing specializations do not improve th

7 Replies 3,019 Views

Why I turned off resources, first because I feel they are overpowered and second because in the last beta the minors went crazy for resources and I hardy got any because I was busy building an empire while the minor just went mining happy. Also I plan on modding in some buildings that are close to what some of the resource building do so I decided to try a game without them. After the fact I realized it was a good thing because I assume most everyone will leave them in and it need

6 Replies 7,124 Views

I started a game with resources set to none and Antimatter was still appearing by black holes. In the Yor Tech tree the last power tech, quantum miniaturization, provided +25 food. This prompted me to look at some of the other tech trees and in every one I looked at the last logistics tech didn't seem to do anything, there is no logistics increase, building or ship component listed. I did not play long enough to get to it so it might working right but

6 Replies 7,124 Views

I like that the later pop projects are more efficient and produce more but the first one seems like a pretty big nerf. The AI seems to be really bad at playing synthetic races and while I admit I'm not the greatest player and I certainly don't like a lot of micromanagement this seems to really slow down synthetic races at the beginning of the game. I'm running a soak at the moment and the Synthetic races are way behind having 1/2 to 1/5 the number of c

13 Replies 40,048 Views

Was it intended to increase the cost of building more Yor by 20 manufacturing while decreasing the number build by 60%? Seems a bit excessive. To be clearer previously assembly cost 101 manufacturing and built 5 population of Yor. In .95 assembly costs 121 manufacturing and builds 2 population.

13 Replies 40,048 Views

[quote who="Stanley Tarrant" reply="113" id="3543442"] Also, Frogboy is not mocking anyone. He is giving very short and to the point answers on his position. As CEO of a growing company, he doesn't always have time to cobble together multiple paragraph answers. Remember, he is also the AI programmer. How many CEOs of companies also do grunt work? Stardock should take a poll on the old way vice the new way of doing specializations.&

156 Replies 663,607 Views

As mrblindini said, I paid to try to influence the direction of the game. I've generally gone for make things optional so both sides of all of the many aspects of these games where people like different things are accommodated. I'm really not happy with the amount of modding I'll have to do to get things where I want but that the game was designed to be fairly easily modded was the main selling point for me when I bought it last year. What

156 Replies 663,607 Views

[quote who="TheSoloDriver" reply="71" id="3542566"] Oh, the nerd rage is strong in this post. OHZ MY GODS WHY CAN"T I HAVE ALL ZEE TECHS!!! I am actually enjoying this idea because it makes me make more difficult decisions based on each game. To each his own, but some of the comments on here are freaking hilarious. [/quote] Yes the nerd rage is strong because paying $50 for a game and having to mod it extensively to make it enjoyable was exactly what I wante

156 Replies 663,607 Views

You can, if they choose a different one and you can trade with them at point. The game was shaping up well but just before release the devs have decided to add a bunch of arbitrary restrictions on game play. I'm not happy about it but I was hoping that Stardock would keep a play how you like to play attitude rather than force players to mod the game to achieve that goal. When does the mod tool come out because I am really not thrilled with the pro

156 Replies 663,607 Views

Sorry, I was one of those vague questioners but afterwards I posted in the support forums and got a response from a Stardock employee saying it was added to the list. I agree its very frustrating that the devs don't seem to realize its been broken since the second pass on the Yor.

5 Replies 6,511 Views

[quote who="joeball123" reply="58" id="3542230"] Quoting kestlstw, reply 51 Also all the people saying who keep saying it doesn't make sense to have cheaper, more powerful and smaller engines, because that is exactly what has happened with cars, phones, tv, powerplants, factories, etc. ad nauseam <br

156 Replies 663,607 Views

I don't understand the people who like this change, I understand the interesting/tough choices makes for a better game argument but I don't see how anyone still thinks that's right. Having more options makes for a more interesting choice not you can only have 1 of these options. Also all the people saying who keep saying it doesn't make sense to have cheaper, more powerful and smaller engines, because that is exactly what has happened with cars, phones, tv, powerpl

156 Replies 663,607 Views

[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] I understand what your saying and why but my issue is that implemented very poorly. The current "specializations" aren't special, they are optimizations/efficiencies and should be in their own lines. If y

156 Replies 663,607 Views