I found the problem with the Hyperion Matrix and Universal Soil adaptor, from the ImprovementDefs xml: -------------------------------------------------------------------------------------------- - HyperionMatrix HyperionMatrix_Name </sp
Yeller123
I was trying out the Thalan Tech tree and some of the techs that say they unlock buildings don't. Specifically: Universal Soil Adaptation is supposed to unlock the universal soil adaptor but doesn't Hyperion Matrix is supposed to unlock the Hyperion Matrix but doesn't Antimatter Containment is presumably supposed to unlock the building between the +3 fusion power plant and the +5 Quantum power plant but unlocks nothing <
it seems to me that defences act like extra hit points that get taken off first if they match the weapon type of the attacker. They seem to absorb all damage until completely depleted and then damage applies to the hull.
The fighting pit should upgrade into the arena but it doesn't work. I don't know if just that link is broken or if the ones afterwards are broken as well.
At least with the Drengin tech tree, it is impossible to win a tech victory. After researching everything possible I'm 28 techs short of reaching the final tech age. I think this is because the number of techs needed wasn't adjusted after specializations became exclusive.
Yes, all treaties should need to be renewed from time to time. And imo there should be a penalty to all diplomatic relations for breaking them early. Peace treaties should also have a duration. Imo Breaking those early should be possible but should give a withdrawing from the UP level hit to all relations.
What if it became less efficient the further you moved from the center? Say at 100% manufacturing you get the current equivalent of 60-70%. Specialized worlds would still produce more but the flexibility of balanced worlds might make them an option.
The amount of population produced isn't affected either. I r esearched a couple +10% bonuses plus built a fusion matrix and it was still only producing 5 population.
It might help the devs see this if the thread was in the support forum. Can anyone move it?
[quote who="Ryat" reply="3" id="3540292"] I think its suppose to make the assembly finish faster. [/quote] I started a new game to check. It costs 101 on turn one and 101 after research/building in the game I played last night.
Unfortunately nothing about this being fixed in the beta 6 patch notes. Edit: I just tested it out. Researched a couple +10% bonuses plus built a fusion matrix which should be +50% by itself. Assembly still only made 5 population.
[quote who="Bloodlust1983" reply="8" id="3539112"] Whatever the settings when one race colonizes half the galaxy and others barely do 5-10 worlds then there is something wrong with the ai. A have tested that repeatedly in GC2 and there are always 1-2 races far on top of any others. Now I'm reading on this forum reports from people that drengin do have 200 worlds and hundreds of warships while others barely have 50. What kind of balance is that? [/quote] <p
[quote who="Bloodlust1983" reply="6" id="3539088"] Update: You should make such playthroughs with the other races too!Because I think you mostly tune the Drengin to be competitive and in the end they always overpowered imba race while the others are sloppy and stupid. I know this from GC2 and after last patch people report the same for GC3. [/quote] Defending yourself from invasion is something that applies to every race. Also, I don't know what ma
At least in the Drengin tech tree low mass carriers has no effect on the mass of a carrier module. I put a ticket in.
As far as I know their is only one version you can buy right now, but according to Brad there is free DLC if you buy soon enough. [quote who="Frogboy"] FREE Launch DLC We do plan to release the game with free launch weekend DLC which will go to everyone who has already bought the game and the people who buy it opening week. It's just ship design bling (nothing functional) but a
There are diplomatic penalties for culture flips and threatening with culture in the xml but as far as I can tell they don't work. I have no way to confirm that though.
I can't wait for release. I'm 61 hours in and I'm sure I'll add hundreds more once it's out.
I think it's a mutual agreement. I don't get diplomatic penalties for entering their territory after accepting it. If you want to test it move a ship into the territory of the race you made the agreement with, end the turn, and then check the diplomacy screen to see if there is a penalty for having a ship in their territory.
Good to hear fixes are coming. About culture, it might be too late to change, but I realized today that culture isn't effected by population. Adding population is actually bad because it lowers approval which slows culture growth. So you just build as many consulates as will fit. If you had to build farms, stadiums, and a clinic for the consulates to work it would make them more balanced and make culture planets more interesting.
It's great to hear that you're working on the AI and I found your stream on Saturday quite interesting to listen to. If I may be so bold, I think the problem at the center of the AI's lack of competitiveness is how it manages planets. My current game is on turn 80 and after toggling god mode and FOW I found the large majority of AI worlds has only 2-4 buildings on them. The problem seems to be that the AI will upgrade buildings before filling emp
If you open the debug console and type "god" and "fow" (without quotes, press enter after each) you can get a pretty good idea of why. The AI currently does not focus planets production; colonies are all 1/3 manufacturing 1/3 science 1/3 wealth The AI currently does not build economic star bases (and certainly nothing like 6 star base triangle you should be building around your best worlds) The AI leaves lots of ties unbuilt. You'll see it upgr
Not only do one time payment for a permanent gains treaties never end, you actually can't break them, even more than 100 turns later.
I don't think this is a bug because the colony isn't idle. Most colonies will eventually be set to either all research or all wealth and there is no need to flag that their queue is empty. As they polish the game an option to flag planets that have either empty tiles or upgrades pending with no production would be nice though.
I just noticed that although you can't add ships to the queue if they require a resource you've run out of if the shipyard is set to make the ship until further notice it will continue to build the ship. You're resource count then goes negative.
[quote quoting="post"] --If you colonize two planets in the same turn with ships on auto-move (the ships arrive at both the planets before the colonize event appears), then you see the first colonize event pop-up, but not the second. [/quote] Sometime it works for me, sometimes it doesn't but it isn't only the colonization events. Multiple diplomacy windows at the star