I just noticed all my screenshots are shown as uuencoded text!? But when I try to edit my post the images are shown. What can I do? Or is something wrong with my browser?
Franton
I've made a point in a differnt thread that I don't think weapons should use special resources (maybe with very few exceptions). It would be ok, if upgrading a ship didn't require paying these resourcces over and over again. Even worse, many of these weapons aren't worth getting (most, IMHO). Here are some examples of the most glaringly unbalanced weapons: 1. Mass drivers / Prototype Durantium Driver: <img src="https://cdn.stardock.us/forums/48/5/4805353/4925b0c9-ea08-
[quote who="admiralWillyWilber" reply="10" id="3751991"]Making it so expensive that it is not worth upgrading just causes me not to upgrade ships. This train of logic to shoot yourself in the foot to do something just destroys the purpose of a feature; especially one that has been around a long time.[/quote]Exactly my point. I'm sure it wasn't trivial work to make ships upgradable, and the fix to admin cost proves it's a feature SD cares about. But when people don't want to use it because it'
Looks like this very topic has been discussed last year already, with same results (i. e. people disagreeing on how it should be and no fix/rebalancing): Resource usage for ship upgrades . I have now shifted my opinion towards: single ship augment modules should not require special resources, but for fleet augment modules it's ok. I've found that many (most?) ship augment modules al
[quote who="Moser_Alchemist" reply="17" id="3751789"] Quoting Franton, reply 16 4. AFAIK you can not unload Legions from your transport. You can decommission the transport and the legions return to your pool. I only build and keep transports when I need them. [/quote] Ah, ye
[quote who="thammondwis" reply="14" id="3751762"] OK so I recently researched Planetary Invasion and made a Transport ship. Now it's asking how many Legions to load on it. I have no idea how many I should load? I may be a bit premature building one now that I think about it, as I suspect my ships (quatity and quality) are probably not enough to take on the ships in orbit on the planet I 'm thinking of invading. So a few more questions. Can you load and
[quote who="charlando" reply="8" id="3751493"] The AI treats open borders treaty a kind of peace treaty. If you declare war on that faction during the duration, everyone gets mad at you and you will see a negative "You know what you did" modifier with every faction. The first time I saw this I had no idea what I did... [/quote] Wow. I too wondered what that "You know what you did" meant. No I definitiely did not know what I did! I had no idea at all! This should e
[quote who="ForesterGC" reply="5" id="3751214"] You ask yourself is it really worth it. [/quote] No it isn't. It makes way more sense to just build a new ship. But then you'll lose experience, and you may have to shuffle your fleet composition because you can't afford to fit the old ships and the new ones all into one and the same fleet. Given that, the entire concept of either upgrading ships, or building ships that need special resources is put into question.
Ok, I only have crusade and wasn't aware of ships that are not upgradable. I do agree that upgrade costs are ridiculously high (and that is even when not considering special resources - see my recent bug report in the support forum). But in the games I've played so far, by the time it became an option, Tourism income was so high it didn't matter. I've yet to try this with 3.7 though: toursim was supposed to be rebalanced there. If so, it would be about time to bring down rush build an
Have you seen the "Design Ship" option in the Ship Yard and the Upgrade function for ships? What are you missing that is not available already?
[quote who="rap33042" reply="11" id="3750467"] One feature that Civ games offer that I miss in this game is the rubberband pathfinding mechanism. You hold down the right mouse button after selecting a unit and move it anywhere on the map. As you do this, the game will show you the path it intends to take with that piece to the destination. This would make it very easy to plan a straight hyperlane and avoid obstacles. [/quote] When I want to move a ship over long distances, I
[quote who="Horemvore" reply="1" id="3750606"] This is intentional, and I agree such improvements should have a warning in the tooltip of said improvement. [/quote] I realize that this is intentional for many of the buildings, e. g. Galaxy Wonders and Capitals. I'd also understand if upgrades to special resources* were indestructible, but they are not. I do not understand the reasoning for planet-unique buildings in general: most of them are destructible. Why not all? (Or al
[quote who="ForesterGC" reply="2" id="3751164"] My personal preference is to have the extra cost so the cost to upgrade is more causing you to not get the advantage of the ships placement unless you are willing to pay big. [/quote] @ForesterGC: How would you think about this if the same happened when upgrading starbases? Like, you have a starbase with several modules worth 5 Durantium, 3 Prometium and more - and then you add a module and have to pay all that again, on top of
When upgrading a ship that has modules which consume special resources such as Prometium or Durantium, the special resource cost needs to be paid again, even if those modules remain the same. E. g. when I build a fighter with two pulse cannons and then want to upgrade it to a fighter with two pulse cannons and a shield, I need to pay 2 Durantium for the upgrade, even though I do not add any module needing Durantium, I just add to a design that already used Durantium for it's weapons.<
Ok, a bug then. Have you considered writing a tool to evaluate all those XML files for these kind of inconsistencies? Considering just how many bugs of that kind I've seen reported without even searching for it, it seems to me that the time needed to write such a tool would pay off very quickly. (And it would also be very handy for the modders out there *hint* ;-) )
The Planetary Extractor (Synthetic Race) offers an adjacency level bonus to Social Construction . I first stumbled upon it when I realized that adjecent factories didn't receive any bonus at all. I thought it might be by design, but eventually I realized there are no buildings of type Social Construction in the game. At least none available to the Synthetic Race. Therefore I consider this a bug. Since the building itself is of the All Cons
I recently noticed that some planet-unique buildings can not be destroyed (to make room for more suitable ones, or just to move them to a better position). I wasn't sure whether this was a bug until I noticed other planet-unique buildings can be destroyed just fine! At the very least this is an inconsistency that the UI should warn about! It's quite easy to place such a building on a suboptimal position early in the game, when most building types haven't even been unlocked, and
Looks like Blizzard weakened there stance slightly: they've offered a Classic WoW special edition for sale that would also unlock vanity items in standard WoW. From what I've heard it was sold out in 1-2 days. They're still pretty clear on their stance that things you do in Classic will not affect Standard, and vice versa. A vocal part of the fan base is not happy with it, so lets see how long it takes Blizzard to recognize the sign of the times...
You can take over asteroid mining fields wuite easily if you boost your influence in the area by whatever means you have available. I did this quite a few times, and the other AI didn't even comment on it. I haven't seen any starbase flip however. I'm not sure this can happen without special abilites (IIRC there is one in the benevolent ideology tree). If you build an influence starbase next to an alien planet, this will be viewed as an offensive act and lower your diplomacy rating to
Manual: The original one is entirely useless. Even the official Wiki is hopelessly out of date. Stardock released an updated manual for Version 3.0 (I believe) early this year. I don't know where to download it from, but for me it was downloaded to my game files automatically because I've set it to automatically update everything to the newest version (GOG release). Unfortunately, even this version is only of limited use, depending on which version and DLC you're using. The on
I don't see the problem. Shift and/or Control are used in many applications beside Windows Explorer for the purpose of multiselection, and not in all cases there's the option to 'select everything between'. This is common Windows UI behavior. I would in fact be surprised by the notion that I would have to press shift to avoid multiselecting! When I click on several ships in a row because it's hard to spot the one I want, I'd hate to have to unselect them all again, manually.<
The devs made it clear, months ago, that Classic WOW will not be connected to WOW. At. All. Not even achievements or cosmetics can be transfered. It will be a separate game.
Ah, ok. I'll have to think of something else then. Thanks for the info anyway.
GalCiv 3 Crusade and original base game: It's possible to create free population when you have a shipyard within 6 tiles of populated planets and a ship with one or more colony (or transport) modules: when your colony ship leaves the shipyard, a fraction of the population drawn from each planet gets replaced. As a result, when you draw 3B pop from three planets with a total pop of 6B upon leaving the ship yard and return that pop to one of the planets, you may end up with a total of 6
GalCiv 3 Crusade: It's possible to avoid the administrator cost for building starbases by designing constructors with multiple construction points and 'upgrading' the ship back to the original design after building a starbase and losing one construction point. The upgrade considers the adminstrator cost for building the original ship rather than the administrators left as indicated by the remaining construction points. This means lost construction points can be restored withou