Franton

Franton

Joined Member # 4805353
17 Posts 95 Replies 18,264 Reputation

AFAIK, the problem is only on the two highest difficulty levels, when the AI gets ludicrous bonuses to ship speed. It could be fixed easily, if these bonuses were halved. Also, the AI ships' range appears to be greatly increased - if so, it might also be worth reducing this; in fact, leaving range alone (i. e. independent of difficulty setting) could already help. Another option would be to introduce some kind of penalty for planets that are far from the home world. This pena

16 Replies 45,167 Views

[quote who="ForgottenSlayer" reply="4" id="3757497"] only fires once per round [/quote]Not true, but that info is hidden in the UI - you can only see it (IIRC it's misleadingly named rate of fire) after you install a weapon on a ship in the ship designer, or when you inspect an existing design, and then you must hover the mouse over the weapon module to see the full tool tip info. The basic "rate of fire" is 1.0 for kinetic weapons, and it's 0.5 if you installed the Rapid Reload mod

8 Replies 49,652 Views

If you pick up all the +cap bonuses, you can fit a carrier module onto a tiny hull, with room to spare. It's ludicrous that you could build "interceptors" that can each launch 2-3 interceptors! Personally I think that carrier modules should add to the logistics cap of the fleet. Say, +1 per module. That would give an incentive to mix and match carrier designs with other types of modules, and maybe resolve or at least lessen much of the issues mentioned above.

8 Replies 49,652 Views

Reading about ship lists, I just remembered something: every time a fleet entres the tile of a starbase or planet, the fleet gets disbanded. If I want to move on, I need to manually select each individual ship before sending them forth. This can get rather annoying when you're dealing with high AI, high movement enemy fleets and try to steal a few tiles of movement by going through bases and planets. Can't we have a true fleet concept where you can move and maintain the status of a fl

12 Replies 123,476 Views

[quote who="FreedomFighterEx" reply="2" id="3757423"] Some of those improvements still have old bonus from the previous version. Social construction for one, it almost unusable since only one or two improvements are social construction now. It was ok when Deep Core Mining was colony unique. [/quote]Play Synthetic, and you get both in one: The Synthetic version of production hub gives an adjacency bonus of type Social Construction, whreas the factories themselves have the type All

3 Replies 7,338 Views

One thing I still keep stumbling over is lack of information on modules and improvements. E. g: the improvement tool tip does not say what it gets as adjacency level bonus, making it difficult to plan where best to put it. Also weapons are hard to compare because they lack tool tips for range, rate of fire. When you add them to a ship, hovering over the weapon gives you that info, but only with current bonuses integrated. It would be useful to see the base value before adding them to

32 Replies 144,182 Views

[quote who="Belgian Bro6789" reply="1" id="3757308"] On bigger maps this super fast expansion is not so much a problem because expansion will be countered after the first push by the expanding costs. On smaller maps however the map is already filled when the costs are starting to slow down expansion. [/quote]I agree (playing on Crusade): the admin mechanic is not working at higher difficulties, for galaxies with less than about 20 habitable planets per AI. Judging by what I've seen

12 Replies 123,476 Views

[quote who="trims2u" reply="7" id="3757273"] For #3, there already are a bunch of missions that allow you to effectively change resources/special resources for others. Plus, there's the marketplace. [/quote] If the marketplace were available for the base game, I would agree, But it isn't. I only have Crusade, and constantly run into the issue of one or several types of resources being in short supply or simply non-existent.In my most recent game, I chose th e Vigilant racia

31 Replies 47,469 Views

@admins: removing the admin cost for colony ships would help - colonization is already limited by pop growth anyway. Of course, then the Colonizers trait and Admin Center must be removed or changed. Alternately make the Admin center available for everyone (easily done: just remove the perclusion section). If possible, scaling the admin bonus from citizens (slightly) with galaxy size divided by numbr of players could help, but I suspect once colonization is fixed, that's not as much of an issu

8 Replies 65,519 Views

[quote who="Dearmad" reply="2" id="3756873"] Well I have been modding the game heavily lately and hear you. Tell me more of the mechanisms that you find not scaling well, I'd like to know. I'm looking to improve the game in a few ways, at least for my own personal play. [/quote] Research, Tourism (because it's tied to ZoI which can get quite large in big galaxies), administrators and special resources all don't scale well with galaxy size. (That said, resources don't scale w

8 Replies 65,519 Views

[quote who="starkers" reply="7" id="3754059"] Besides, how lazy is the human race getting? I mean, why can't people learn to drive, be tested and licensed to drive properly, or is that too much effort and concentration? Nope, self-driving cars are like sleeping with a cow pat under your pillow . You're better off not doing it. [/quote]If I had to decide between a human who doesn't understand the difference between lazyness and safety, or makes inadequate analogies, and an

29 Replies 368,894 Views

[quote who="MindlessMe" reply="26" id="3756889"] At the end of the day, we have to look at the many ways the car has to get information. Visually there are simple cameras, multi-spectrum cameras, OCR technologies, etc. to help "see" what is around them. With tech like that, something like fog is irrelevant. When you add an advanced AI into the mix, you have the ability to make a car far safer than if a human was behind the wheel. The problem comes when the AI is required to make a decisi

29 Replies 368,894 Views

[quote who="Iben" reply="24" id="3755269"] Self-Driving Uber Car Kills Pedestrian in Arizona, Where Robots Roam [/quote]That there are a few cases of bad accidents with self driving cars, that's no proof of them being unsafe. In fact, when you count the number of cases, it's more of a proof of them being much safer than human drivers! And that's before figuring ou

29 Replies 368,894 Views

I don't mind having slow travel in big galaxies, what I do mind is that many game mechanics break down when the galaxy and number of planets increases: too high research speed, too high tourism income (because it's tied linearly to ZoI), bad scaling effects for citizens - nobody will want to place one on a single planet - , lack of administrators for starbases and colonization. These are just the worst offenders. As for administrator scaling the solution is easy: remove them! Coloizat

13 Replies 81,616 Views
Reply to Ditch Chrome in Internet

I've been using Firefox and Chrome, and am not happy with either. Firefox used to be my preferred browser, but in the past yeatrs it became a memory hog. As for Chrome, while it uses a separate process for each tab, it doesn't seemt to use as much memory as Firefox. But that greatly depends on the sites I visit. That said, I've switched off everything I can in my OS and browser settings to prevent data mining of any kind - and that does include quite a few obscure things that you can

30 Replies 172,364 Views

You still can't build more than one improvement per turn, and with Xenophobic you can already achieve the same - without supply ships. Also, if you make sure to place some star bases to get some nearby asteroid fields into your zone of influence, you can build asteroid mines before the colonization and then assign them to the new colony for a considerable boost to production. This works pretty well even without Xenophobic.

2 Replies 18,192 Views

I don't own the DLC (whichever it is) that introduced governments, so I can't speak of personal experience. That said, I like the suggestion, in general, to tie a mechanism or percentage to the size of the galaxy or number of (whatever) available in the current galaxy. There are way too many mechanisms in the game that scale poorly with galaxy size and settings. At the moment I feel forced to adjust all my settings to the galaxy size because otherwise it just doesn't work out the way I intend

8 Replies 65,519 Views

Well, however you put it, when you assign an admin to a survey ship and it gets destroyed, the admin is gone - I've never heard of an admin citizen getting lost in this manner. He (or she) is clearly not the same kind of administrator, and the game also uses subtly different names. Therefore the tool tip should clearly state how many freely usable admins you get, and that is 5+4 at the moment - or fix it to provide 5+5 freely usable admins, if

6 Replies 18,565 Views

Regarding reserved tiles: 1. IMHO the concept of arable land was overused. It should take less of these, or maybe none at all - make farms planet-unique and be done with it! Or create a planet-type-dependent resource that limits the number of farms: desert planets shouldn't allow multiple farms, but bread-basket types may allow half a dozen. 2. Also I see no point of planetary resources for Prometium, Elerium, and the like, which can be mined in space, much more efficiently. I

31 Replies 47,469 Views

[quote who="Old-Spider" reply="1" id="3755610"] if you want a race to be less than normal, choose one and set its intelligence to the lowest level in the setup of the game. [/quote] I like that idea - I might even create some custom races with subpar abilities and stats for this very purpose. That's probably more fun than the way too predictable minors we've had.

9 Replies 76,844 Views

[quote who="Dearmad" reply="8" id="3756745"] @Belgian: I agree with just about everything you said. Careful structural additions that the AI CAN PLAY WITH TOO are my cup of tea in this game. [/quote] Exactly! From the first time I 'modded a Civ style game (I believe that was Civ II), I've learned that the AIs are never really able to play well by the new rules. And that's why I don't like modding these games: even when I'm sure there's clearly a bug or inbalance, I have to a

13 Replies 81,616 Views

I liked the way MoO2 handled this: the population on conquered planets would stay the same, and retain their racial properties and needs (e. g. higher productivity, or need of food). They'd also work at reduced efficiency until converted, and the form of government (and maybe other factors) governed how long it took to subvert each unit of pop and make them work at full efficiency again. Moreover, while you could move population between planets, mixing pop of different races had a negative ef

14 Replies 59,955 Views

[quote who="DMF" reply="24" id="3755730"] If you can build only one PoC, then what other Tourism improvement is there? [/quote]Consulate. It's listed as Influence, but the leveling bonus is a whopping +2% Tourism per level. Pair Two of these to outperform a Galactic Wonder. A planet full of these will easily outperform any other source of income. I don't get why there are so many buildings with leveling bonuses or adjacency effects that have nothing to do with their ac

32 Replies 300,092 Views