I couldn't get the custom ship set concept to work for me. I consider it a combination of my ineptitude and Stardock's unnecessary complication of the issue. But that isn't what I am talking about. A wonderful nice person on the forum took my jumble of files and designs and made a working ship set out of it. Yay! Now I see my crazy ship designs flying about the galaxy!, That is not what I am talking about. I am trying to play MP, and even th
erischild
Agreed that research is too easy to build up. I hope they are finding ways to limit that. I am also hearing an interesting argument to make Starbases consume one constructor point per turn until they are used up, so as to keep consistent. 10 constructor modules at once is indeed out of pace with the rest of the game. Pacing in this context is not about the game pacing controls (which definitely don't control the research escalation!), but the idea that things happen ov
[quote who="Larsenex" reply="9" id="3650929"] Early access while sounding good on paper (for both the player getting thier hands on it and devs getting some good feedback), ultimately it caused more harm than good. As was stated on the audio stream, PLAYERS DID NOT UNDERSTAND EARLY ACCESS AND COMPLAINED. Well yea its not ready yet..duh...but still they complained. <br
Isn't the whole point to prevent you from creating instant super worlds? To impose some pacing? Otherwise, they would let you rush buy 12 improvements at once or something. With all the bonuses instantly available, the economy already booms in growth as you add planets in late game. This would insanely aggravate that trend.
[quote who="Mystikmind" reply="4" id="3650823"] Last night i noticed something i never saw before..... tile bonuses on unterraformed tiles?? After conquering a minor race. That means those two tiles were available at the start of the game rite? I had some terraforming options left so i terraformed one of those tiles but the other one i didn't need. Just strange. [/quote] Right. If you were conquering, then
[quote who="Philocthetes" reply="2" id="3650817"] Then why can't a lower terraforming tech take advantage of a well-terraformed tile and work on a neighbouring tile? [/quote] By their mechanics versus narrative logic, "terraforming" is a misnomer. Our citizens aren't really reshaping the map, just finding ways to utilize the less favorable areas. Utilizing one tile doesn't do anything plus or minus for neighboring tiles. No adjacency bo
It is definitely not a bug as far as the terraforming mechanism is concerned. The terraform techs can be applied to tiles with a certain minimum amount of land in the tile. The really good techs can work with 0% land. The generation of class 20+ planets seems to result in much fewer tiles of the easier land to water ratios. That, to me, is where the fault lies. Having a class 20+ planet shouldn't preclude minimum and marginal tiles or even really affect their perce
I can't remember seeing this as a request before, but it definitely a feature I have noticed missing many times while watching my 40 move fleet move where I have right clicked, wondering as I watched what warfare I would wreak when I winded up where I wanted. "How many moves will I have left?" I get a nice count down when moving a single ship. But not for a fleet. I am not sure my very sanity depends on one single game feature, but it is indeed a fragile thing and does
MP game versus the devs!!!
I have a 2K monitor running at 144 Hz and GalCiv just doesn't even notice. It just keeps painting the screen like this was normal. I have Insane maps with 24 opponents, lots of planets, tons of resources, and all of my ships are way over-animated. (See my long entry in the post-your-ships thread for proof.) It is possibly as good an overall stress test as you are going to get. It works just fine.
I have been playing further in my game with Improved AI package. The ship blueprints are fantastic and I really love that. Thanks! I see a pattern where the AI is not actively seeking out and claiming Relics. I don't know if anyone else sees this. I can offer you a save game showing what I am talking about.
Network drivers can do strange things, deep in the OS things, if they go crazy. The OS programmers have done much to protect themselves, but sometimes it can still get away from them. A set of drivers tuned to talk to a local thumbdrive router really shouldn't look any different than one talking to an external router, but if they took any shortcuts for "efficiency", that would have possible consequences. Things like orange screens, a new one on me, are more likely a coin
[quote who="r88nel" reply="7" id="3649918"] I am using a edited file [/quote] That explains that. :) Glad you got an answer.
Wow, I haven't noticed that message. I am tempted to say that "constructor" is misspelled as "constuctor" and therefore it doesn't count, but I don't think that will work. Either something changed sometime back, or my memory is accessing a parallel dimension again. Thanks for the head's up!
I am about 160 turns into my first game with this mod. It is looking good. So far, the most pleasant surprise was the new ship blueprints being applied to my new ship set. I really approve of the new equipment choices. It has been a peaceful game, though I get threatened a lot. That means I haven't seen what the AI does with these blueprints, but I am looking forward to it!
What settings are you using that causes 4 planets to touch another? I haven't seen anything like that in my games, but maybe I have missed an extreme combination.
I am addicted to Thalan Hives. There, I've said it. It is going to take something really tempting to make me give them up. That said, I like the Iconian ships when I was working that tech tree. I liked the Terrans as a general tech tree and faction. I tried the Krynn and it didn't work as well as I thought it would. I'm not really interested in trying the Yor. I haven't tried the Arcean tech tree yet, but it does look interesting and
The Transport Specialization applies to Transport and Colony modules, not to Constructor modules. Darn. Syrkeres is correct about a minimum two module constructor build. I use it as a very early default upgrade constructor for in-system econ bases. The two capacity bonuses in Engineering will allow you to put in an engine, which is very helpful. What engine depends on how much engine tech you have researched, so that is an unpred
The best I know is to save the ship you like as a ship, then re-open it and save it as a template. If someone else has a better answer, I will be glad to see it.
That explains it! In my current game I am getting much more precursor colonization events than usual and was concerned. I must be getting yours!
I have used Benevolent Missionary Centers to harness Influence adjacencies with Embassies, but, as was pointed out, that was icing on the cake to getting needed Diplomacy and Ideology points.
I am so used to getting ganged up on that I have never noticed if they are on the same team! :)
Nope. I could do even stranger things with my animated ships if I had that trick available. Blink ships come to mind. Sounds like it would tricky to implement in a way that didn't confuse more people than it helped. You are probably talking about oscillation animations. How would it apply to rotation or size?
I think those robot folk are clever enough to adapt a Bio-Replicator and make it apply to their population cap as a special case for the improvement. It also sounds like a minimum impact fix to me, but that is another issue.
They don't need to be the same Ideology. At least, it doesn't complain if you assign teams across ideologies. I haven't seen them attack each other. I haven't seen them particularly support each other, either. In an MP game, being in a team means you get to see each other's map and you can do diplomacy any time, not much more.