I like the second idea a lot. I would want to use it for nearly all my Terraforming choices. By the time I start Terraforming, I usually know exactly what building I want that tile for. I reduce the micromanagement a bit by delaying the Terraform techs and then getting the whole branch researched all at once. I go through one pass of planet management on a giant empire with all the terraform projects, and then, as each one wakes up again, set the buildings. They
erischild
My name is Erischild and I play Insane. System I7-5690 32G Ram Nvidia GTX 980 Ti 1 T SSD I am trying different numbers of players and things. Right now I am actually trying an Immense map against 4 Godlike opponents with Horemvore's AI mod. We all had sprawling empires when we met each other. Hopefully, this does not disqualify me from Insane Addicts International. I have not had a game crash in a long w
Proper translation: +1 adjacency bonus for any tile that already has at least one adjacency bonus, This does not give multiple bonuses per tile.
I strongly support eye candy. I love the battle viewer and often zoom in to see ships on the map. I go ooh and aah over the way moons cast shadows on planets. The lights on the planets show growth over time. And, of course, I love seeing my crazy ship models on the map, especially when the AI uses them unexpectedly. (They love my "cheep constructor" design and now they have taken to using a tiny hull design for early scouts. Fantastic!) I also like things l
[quote who="General Pants" reply="4" id="3658126"] In my current Insane game I have only about 200 asteroid bases (for about 160 colonies). I have 173,000 credits, I'm just not willing to go around and build each base individually. It is worse than Starbase management (and I don't use the built-in system). [/quote] That's only 400 clicks and 100,000 credits. You can do that! ;) Insane maps do put quite the load on administration
I do a few mines for my starting planet. Then I am back to trying to not go bankrupt, like many others. By midgame, I am often making enough money to have a couple thousand around. I then put asteroid mines around high quality planets that will have more improvements to leverage the extra production. Planets surrounded by econ starbases are an early target as well. Any heavily specialized planet is a great target, especially if it has colonization bonuses. &nbs
Great catch! As fussy as I sometimes get about that kind of nitpick, I am amazed I haven't noticed. Now, it will stand out as obvious! :)
[quote who="Lucky_Jack" reply="35" id="3657963"] BTW, all of your aims sound great. There is only one more feature that I would like to see (please don't cringe when I say it) -- full manual battle control. I think in order for the game to be as complete, believable, and realistic seeming as you are describing, it will never reach that point without it. After all, conflict of all types are a part of the human condition, even if physical combat is a very negative one. A
Go, Froggy, go! Great to have you back.
[quote who="Frogboy" reply="15" id="3657715"] The original Galactic Civilizations for OS/2 was sold at retail for $59.99 in 1994. That's $102 in today's dollars. Games were released as-is with maybe a patch or two and it was over. Today, people expect games to cost vastly less and receive frequent, meaningful updates -- which I like. But those updates have to be paid for by someone and that comes from DLC. [/quote]
[quote who="General Pants" reply="12" id="3657649"] Quoting erischild, reply 11 As for the OP, I refuse to look at it as an either/or issue. But it IS a trade-off. Person-hours spent developing a new expansion are person-hours that could be spent making the original game function as adv
[quote who="Borg999" reply="8" id="3657629"] The solution is to sit on your hands and wait for the product to go gold, or at least wait for a Halloween/Thanksgiving/Christmas Steam sale where the base game is substantially discounted, and then pick and choose the DLC's that appeal to you. [/quote] Well, I found a different solution, but whatever works for you. I have certainly had that approach to other games. Multiple times. For this one, I am st
I have tried to watch the twitch replays twice now and they are horribly unfocused and fuzzy. It is intolerable to my eyes. It causes headaches as they keep trying to focus and it doesn't work. I have watched previous streams from Stardock that have not had this issue. Never mind. Twitch had my video settings confused. It might have been my fault, but I doubt that I will admit that.
^^^ Definite yes to an "ignore non-enemies" mode of some sort, possibly an "ignore non-combatants" mode as well.
Are you manually queuing up ships in your shipyard build list, or are you queuing up constructor requests in your starbases? If you are manually queuing up constructors, they won't know where to go. If you are queuing up constructor requests, they should show up in your shipyard build lists as "Starbase Factory (for Starbase Draginol 1)", or something like that. They don't keep those labels when they get launched (darn), but if you are tracking to see if it is working, it
Playing it on 1.83 now and no problems.
I haven't downloaded it because I have other mod issues and things going on. However, as a full blown Politically Correct Liberal of the highest sort, I have to say this looks hilarious! I love the looks of the ships, the Mel Brooks reference and attitude, and even the edginess of it. Well done! Insert a million smilies here.
As I have heard it, the issue is with the vision range interactions of each ship as it is moving. The interaction between two ships that are moving past each other should look simultaneous or else it will seem silly, but the ship movements are processed player by player. The visibility range for a stationary sentry ship is much less computing load than for all the ships that will be moving on patrol. Turn times could be badly impacted. (You just know we will use the he
This has been requested and discussed before. My impression is that the easiest way to do it would be to set up commands to go from rally point to another, and then allow them to loop. You would need to have some sort of "stop when you see something important" function or it wouldn't really be all that worthwhile. My understanding is that this where the coding challenge comes into play. But that may be a guess. I haven't seen any word from the devs that this is part of t
[quote who="Mystikmind" reply="15" id="3656635"] How does anyone have the energy to be a grammar nazi? I find myself highly uninterested in the topic, and besides, i have some exciting grass to go and watch growing! lol [/quote] I am in love with the English language and how it is used, both formally and colloquially. There is never a good reason to be ashamed of that or for anyone to mock anyone else for it. While it pains me to see people mangle it, us
I always thought it was kinetic weapons because they were throwing rocks and asteroids at us. Spitting rocks works, though. You can argue they get more velocity that way. :)
They do have kinetic weapons instead of the beam weapons of the space pirates. I consider that a plus for them. It makes me rethink my early defense choices when they show up.
[quote who="carlopaggi1" reply="11" id="3656390"] issue here with autosave is that it takes so much time to complete. durations in the order of 10 minutes are the norm. as a rule, turns with autosave happening last about 10 times the ones without. fortunately the game hasn't crashed once yet, and consider to skip altogether autosave usage. any pointers, welcomed. c [/quote] There is no reason an autosave should take 10 minutes in any kind
I don't want to turn of auto upgrade. However, I do want to enable "Do not upgrade when tiles are open" or whatever it says. I use that setting just like other folk turn off the auto update, experience the same level of inconvenience, and have an equivalent feature request. To cover both requests, I would like the govern planet screen to have the same mechanism for defaults as the starbase sponsors screen has. That one helped a lot.
I have seen this twice now just recently, and do not remember similar behavior in the past, but maybe hadn't really run across the circumstance. When you are at war with some other faction or factions and the UP resolution for Galactic Peace passes, it does not take effect right away. In fact, it does not take effect until the the start of the next turn. This gives everybody involved one last chance to get a parting shot in and do whatever damage possible before they a