sjaminei

sjaminei

Joined Member # 4872723
6 Posts 174 Replies 11,640 Reputation

[quote who="The Sisko" reply="5" id="3577308"] Also throw in that I can't be bothered to learn about mods and how to get them working, which I'm sure the majority of players feel. [/quote] Is that due to the vanilla game being good enough for you, or do you actually mean it's too much of an hassle to read a few lines of text on how to get them working?

38 Replies 56,650 Views

[quote who="SiMpLiFiEDChAoS" reply="2" id="3576963"] Basically I downloaded the Borg race into GC3, and right now they are set up to work like Yor with assembly lines, I was wondering if it's possible to make it so that the Borg basically can assimilate planets population into their own population, so for example, I attacked a planet with 3.5 population and win, that 3.5 population now becomes my population, exactly what the Borg would do, assimilate you. [/quote]

3 Replies 3,850 Views

This is a great idea. Combine it with the ability to make some better stuff later in the tech tree with it, and it could be awesome. But as always... balance will be hard :(

14 Replies 33,699 Views

I've been tweaking those numbers a lot, and it's a nightmare to figure out properly. The system group in StarSystemsDefs.xml decides how many of which planets spawn, but it's random how many of each system you get, so you will get wildly different numbers even without touching the resource settings. The main issue is you want *some* Thulium and Prometheon, but not too much of it, and it's very easy to get way too much. Then, you have map sizes and their base numb

11 Replies 49,522 Views

They do. I've had a shipyard pumping out huge ships every turn for several turns (5k+ hammers), after having a shipyard spend like 50 turns building cheap constructors. And no, it did not have 5k military production before you ask ;) It's kinda abusive, so I don't do it on purpose, but sometimes the micromanagement is just too much of a bother to not amass extra hammers there.

7 Replies 33,371 Views

[quote] would like to build a "Fund Shipyard" project, which gives the social production to the shipyard with no loss. [/quote] I think the reason this isn't in the game, is that it would make a lot of bonuses "double-dip" using social manufacturing bonuses first, then boosting the military ones for some really crazy values. (like it's not crazy enough already) In reality, putting the slider on 100% military production, is the "Fund Shipyard" project. [quot

8 Replies 30,418 Views

Every type of ship costs some logistics points, like 2 per tiny ship, and 10 for huge ships (the biggest ones). Techs and buildings increases the cap to maximum 60-80'ish meaning if you are at 60 logistics, you can put 30 tiny ships into a fleet, or 6 huge ones, or a mix of everything until you spent 60 logistics points. As for what to research, the tooltip should show you all techs which gives logistics, and they are found in the second tree from the top (called engineering

2 Replies 14,912 Views

[quote who="StellioPaultos" reply="7" id="3576042"] . I AM lost on this forum however, if anyone who knows their way around better can help? Where would you place a long-ish review? Just make another post like this one, or...? [/quote] I think posting it here is just fine. The devs posts here from time to time, so a quality post should be looked at. However, keep in mind that this game is very much a work in progress, both from the devs, and the modders. Mo

14 Replies 71,846 Views

[quote who="Petri Kokko" reply="8" id="3576019"] Repairs on a planetary orbit should be 4 hp/turn and in a starbase 6 hp/turn. [/quote] Anyone know where these stats are in the xml? Sounds like a stat that needs tweaking badly ;)

13 Replies 73,588 Views

[quote who="Larsenex" reply="4" id="3576074"] Currently resistance does not do much nor does planetary defense. [/quote] That Elerium shield thingie begs to differ. 100%+ resistance is no joke to invade ;) It always annoy the crap out of me when one of the AI's decide to build that thing.

11 Replies 15,320 Views

[quote who="SergSVow" reply="4" id="3575304"] Im not sure about 3 hp for turn, and Im not sure about 25% from 3 HP... I want to heard it from developers [/quote] Really? We "normal" players are not good enough for you? You think we are lying to you just for the heck of it?

13 Replies 73,588 Views

@Naselus [quote] And in real life, even if the research lab which comes up with the better toilet doesn't mass-manufacture them, or distribute them to other research labs. They send the design to a toilet factory, which does that. [/quote] You say it's like that in the future like it's a fact. Why would we need a toilet factory to make a toilet with 3d printing+? We are in the future after all, and this design is better for the game. Most likely wit

25 Replies 18,103 Views

[quote]Some devs want to remove the per-planet production wheel [/quote] If that is really the case, some devs should be looking for new jobs, like management positions in EA. You want to dumb this game down? Make it more mainstream? EA is the studio for you. Go make bad games with them. I will not be paying for an expansion with EA like quality. If the production wheel is a problem for most people, tweak the AI to compensate, and make normal beatable with a d

32 Replies 136,148 Views

[quote who="naselus" reply="18" id="3575288"] It was the equipment, which comes from factories rather than science labs. Besides, factories aren't specifically tooled for military manufacturing - they're general manufacturing units which are presumably equipped with at least 3d printing technologies and can pump out whatever the hell you choose to ask for. [/quote] You say the factories currently in the game aren't specifically tooled for anything, in my versio

25 Replies 18,103 Views

[quote] 'Production' is basically 'man-hours'. You're thinking of manufacturing, which is 'man hours * factories'. Research is likewise 'man-hours * labs' and economy is 'man-hours * markets'. Manufacturing bonuses have nothing whatsoever to do with research or wealth bonuses, but production bonuses effect all three. So, for example, manufacturing bonuses would largely be a matter of better equipment, which enhances the productivity of the w

25 Replies 18,103 Views

[quote who="KarlBar99" reply="5" id="3575098"] the fact that production point modifiers apply to wealth and research too [/quote] Seems that is the real problem here. Why would they? Hell, research buildings should cost research, not just production, to mimic the progress being done by pumping resources into research labs IRL. Same with wealth really? Why are all these tied to a factory stat at all? The decision should be between the 3, not production then whatever you are

25 Replies 18,103 Views

Most traits aren't working very well at the moment. As you noticed with the repair, +25% of 3 hp/turn isn't very much ;) Same with Clever/Productive etc. They are just thrown into the additive multiplier pot like all the buildings, making the effect almost negligible. The best traits are traits like Fast and Organized, that adds an integer value to your trait. Dense is probably worth it as well, since the base it improves can get pretty high with Large+ ships.

13 Replies 73,588 Views

Screenshot them maybe? Anyways doesn't seem to be that much difference. Some get techs one age faster, a few special techs here and there, and that's mostly it. There are still more to be done with the tech trees ;)

4 Replies 6,314 Views

What if there were some sort of "settling in" period where you could harass and destroy the offending colony with normal starships? Making it so they would need to defend their newly settled colony if it was in hostile space. You should be allowed to do that without DoW as well, and just get a diplomatic penalty. (this is how diplomatic messes are created) Then you could code hostile settling into expansionist/aggressive races only and get some variation, and actually add depth to something i

46 Replies 150,746 Views

I've had a couple of CTD's as well, with corrupted autosave file, maybe it's something about that? (Previous auto one worked though, so just a tad bit annoying)

2 Replies 2,865 Views

[quote] The Soviet and old Chinese economy are actually great examples of how a command economy doesn't work. [/quote] It's a bit more complicated than that. The main issue with a command economy is the brainpower required on top. They need to see and handle an immense amount of detail to pick the right path, and that was impossible for the Soviets and Chinese in the long run. I would actually argue that the planned economies worked well for industrializing bot

7 Replies 11,202 Views

Could you look into some AI tech choices? I've had a couple of games now where Yor never went above 20'ish logistics and just completely failed at war because of it. I think the basics such as this is more breaking than whatever stupid stuff the AI does with it's ships on the map. (I reckon you guys are aware of the bad blueprint designs already)

52 Replies 229,771 Views

You have trouble with AI carriers? Really? Anyways, just delete the carrier tech path ( GenericCarrierTech ) in Techdefs.xml or change the prereq to something impossible. No guarantees what it will do to the AI though for better or worse. Edit: Seems wrong, look below.

7 Replies 8,870 Views