I appears it has nothing to do with the ship cost, but with the fact that the shown "Available production" in the shipyard is wrong. The production as shown in the shipyard info panel in the main view gives a different production. This shown production is the one the game actually uses.
Thecw
[quote who="DARCA1213" reply="14" id="3497812"] Believe me! I'll give you candy! [/quote] What kind of candy? A lollipop, Robin Williams' 2012 single or eye candy? [e digicons]:|[/e]
My contender for the crown: Beta 1, Terran, 3 Godlike enemies, Medium map size: Turn 85
In reply #7 of the Best method for getting to the next age? thread, Gilmoy laid down the challenge for the fastest first successful invasion. [quote who="Gilmoy" reply="7" id="3496680"] What is the lower bound on the turn number of your 1st successful planetary invasion? A subm
When building very cheap ships and the available manufacturing point are close to the ship cost, the number of turns is incorrectly calculated. See screenshot of the "Orbitter" (and yes, i know i made a typo in it's name [e digicons]:blush:[/e] ) in the shipyard. The ship cost is 13, available manufacturing is 14.8, yet it takes 2 turns to build. If i increase the available manufacturing to beyond something like 20 the number of build turns goes down to 1. It does not hap
[quote who="Stilgar84" reply="9" id="3497460"] I may be missing something, but is there any reason to limit building to one per turn? otherwise I would say just allow to build as many building as you can in a trun and build-upgrade becomes just as fast as direct build in high production case while still allowing faster startup on low production world. [/quote] Same reason as only 1 tech research per turn (barring events), 1 ship build per shipyard per turn: Game Design decis
Did some quick research (for the manufacturing buildings) : Not taking in account population growth. Using production points actually spend on building the improvement (so after happiness, planet bonuses, etc): On planets with a production of 1-35 the build-upgrade cycle has the advantage. Breakeven point at a production of 36. Production of 37-77 about equal with occasional slight advantage (delta: 1 turn difference) for the build-upgrade cycle. Productio
[quote who="eviator" reply="2" id="3497341"] Well again the fact that population = production probably comes into play here. A low population planet will take a LONG time to build an Industrial Sector. Perhaps longer than if it progressed through the various tiers of factories that start giving manufacturing bonuses. Perhaps I'll do a test of that. Anyway, if true that means the GC2 method of automatically having you build the higher tier version wouldn't work so well for low pop
[quote]A class ten world with 5 new xeno factories being built. Enough production exist to make a Xeno factory in one turn, the problem is you have to make a basic factory first thus doubling your build cue to 10 turns to complete. The more production the more this will hurt you and actually slow you down. A planet doing the same thing with low production will benefit when a low level factory has to be built first because there is still production being modified by the factory while its upgra
And the huge Troubleshooter: <img style
My first posted ship. The Assasin: Large scout class <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/fd1e/cuuhx6uc2pu64cu6g.jpg" alt="" width="1024" he
[quote who="DARCA1213" reply="10" id="3497152"] If diplomacy isn't in by this week my Empire will abandon diplomacy and just start conquering everyone like a drengin playing a strategy game! [/quote] Howling hordes of Drengi invaders drooling for fresh meat and cheap slaves race to the spaceports. Only to arrive there to realize there are no transporters because it is still the Age of Expansion. Screaming for blood and someone to blame for this blatant oversight,
[quote who="Island Dog" reply="6" id="3497146"] I can't say the estimate date, but it's not going to be this week. Sorry. [/quote] "Look at the swinging watch... Only listen to my voice... Your eyes are getting heavy... You want to reveal the secret... TELL me when will the next beta be released!" "Bark" "Bark?" "Grrrrrr..." Thecw runs aw..., eh, makes a tactical retreat. Island Dog smiles
When you start a new game the xml files seems to be stored into the save game data. According to Paul this is to prevent updates breaking a game. However when testing (or fixing a xml problem) it would make more sense to be able to reload the - changed - xml files into the current game save. But this should be available to testers/modders without burdening the regular player (because of the game breaking risks). I therefor request that if/when this is supported then either thr
[quote who="igorCRO" reply="8" id="3496860"] Quoting Thecw, reply 1 "Aaargh, call The Doctor. The Cybermen, Daleks and Weeping Angels have arrived". "Which doctor?" "Not a witch doctor, Doctor Who". "Doctor who?" "Yes." "Doctor Jess?" Daleks kill diplomats. Doctor Who never gets called. Daleks conquer the galaxy. it's not Doctor Who it's The Doctor <b
[quote who="dppetey" reply="5" id="3496681"] I've been having some puzzling results from some of my battles recently. I went heavy into beam weapon tech, then built a fleet of four ships, each having 44 beam (disruptor), along with 21 shield, 11 point defense, and 46 armor. Several times I had fleets like this go up against enemy fleets. One of those fleets had total values of 20 beam, 30 missile, 6 kinetic, along with defenses of 34 shield, 33 point defense, and 2
@Gilmoy: If you can reach tier 3 of the benevolence tree i found it a better choice to take "Empathy" and build the "Missionary Center", this will help you to acquire the rest of the benevolence traits (including "Breakthrough": 300 rp and "Quantum Leap": 1000 rp) without further colonization events. With hindsight it became clear to me that one of the factors in my fastest game was the fact that i colonized sufficient planets to reach "Empathy". The extra planets didn't h
"Aaargh, call The Doctor. The Cybermen, Daleks and Weeping Angels have arrived". [e digicons]:grin:[/e] "Which doctor?" "Not a witch doctor, Doctor Who". "Doctor who?" "Yes." "Doctor Jess?" Daleks kill diplomats. Doctor Who never gets called. Daleks conquer the galaxy.
I do not know if it is a bug or by design, but here i go: In the planet screen the total cost for an improvement (upgrade) is shown while the actual cost is the difference between the total cost of the upgraded improvement and the improvement it upgrades from. Furthermore there are various inconsistencies with the shown number of turns/costs. In the screenshots i show the upgrade from the "Fertility Center" to the "Replication Center". First with the "Fertility
[quote who="Echelion" reply="7" id="3496507"] Unless their heading for one of my planets or I'm checking what type of weapons/defences a certain enemy is using I dont analise every fleet on the screen/map I'm too busy playing the game myself mate [/quote] So am i [e digicons]\o/[/e] . But, when i go on the offensive, i tend to wage an undersized and overreached campaign. Meaning most of my fleets are weaker than the enemies fleets (think: 1 transporter plus
[quote who="Echelion" reply="5" id="3496493"] Quoting Thecw, reply 4 Quoting Echelion,reply 2 I dont know what their gonna do in GC3 but in GC2 you could click on a enemy fleet/ship in your sensor range (visible on screen but not docked on enemy planet) and it would bring up a fleet screen with what ships are in the fleets and you could click on a individual ship in that fleet and findout via its intelligence screen what its components were? You can alrea
[quote who="Echelion" reply="2" id="3496486"] I dont know what their gonna do in GC3 but in GC2 you could click on a enemy fleet/ship in your sensor range (visible on screen but not docked on enemy planet) and it would bring up a fleet screen with what ships are in the fleets and you could click on a individual ship in that fleet and findout via its intelligence screen what its components were? [/quote] You can already look at the details of an enemy ship, whether it is on i
[quote who="erischild" reply="1" id="3496479"] I'm not too sure about this. I have deliberately designed ships whose ship type is well disguised, specifically to confound the enemy in situations as you describe. What happens to my clever "camouflage" if the game sticks little label icons on everything? I don't even want the AI knowing which of my ships is which until one of them starts shooting, let alone some player like you. [/quote] We can have i
On this moment when you click on an enemy fleet (or stack) it is not directly clear what kind of ships are in the selected fleet/stack. So to determine if, when and where to attack enemies fleets you now must look at the tooltip or ship details for each ship in said fleet/stack. Let say to following situation occurs: Two enemy fleets approach your planet, but you can only intercept one. To determine which to intercept you need to know if there are any transporters in one of the two fl
When you build a cluster of improvements it is advantageous to maximize the adjacency bonuses, however not always is a desired building available yet. Lets say i want to build a manufacturing cluster of a ring of production plants around a fusion plant (or "Manufacturing Capital" / "Singularity Plant"), but the fusion plant has not been research yet. I can either: Build the ring and leave the center open. But this losses a lot of adjacency bonus levels. Build