Hi, a quick search hasn't turned up something like this. So I am curious, what are your favorite tech trees and why? I'll go ahead and give a few assessments of my own: Favorite: The Thalan techtree just kind of has everything I want. A very convenient tech branch (early hyperion->cloisters), production improvements that boost newly founded colonies where it matters, and the various techs that boost the Thalan ships. (Though I have to admit, I love the Iconi
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[quote who="Jon253" reply="15" id="3640227"] and use the mining materials for prototype ships instead of saving them for planetary improvements. [/quote]Using the materials for planetary improvements should be the right idea. Especially since you only have one world for quite some time.
Well one way you can look at it would be to say the following: The Yor pay 100 manufacturing for 2 pop. Thus the 0.2 growth rate of the bio races is equivvalent to 10 manufacturing per turn ... and per colony. Plus diminishing returns from growing constantly versus growing in steps. Not hard to see why this hurts at the start. I haven't really tried the synth tech tree before. Because I couldn't really figure out how to compete with the thalan tech tree. But ha
[quote who="a0152570" reply="11" id="3640179"] The whole idea behind synthetic is that you need to play them very different, if you put in a growth rate they become much less unique. [/quote]I know. But that is how it allways is, the further you strive from your core mechanic (e.g. bio race population), the harder it gets to find any reasonable balance. The bio races only have to invest time; you can change the growth rate by about a factor of 4 if you really push it (.2 -&g
A slightly less creative approach: Why not just tune the manufacturing cost of the assembly projects? [quote who="CrankyMoe" reply="4" id="3640159"] But then you might just be better off doing away with assembly projects altogether, giving synthetics the same growth rates as their biological rivals and justifying it as ongoing Yor production. Then just rename the growth-rate increase buildings "Yor Assembly Plants" instead of hospitals and such. I think you then lose much of the
Hmm, I allways say a jump in the research graph when I build it, so I guess it does work.
In my recent playthrough I have to pay ~400 for an engine upgrade (hyperdrive plus -> 2 ion drives) and ~800 for upgrading a medium ships weapons to the next tier. Given that I usually finance myself through trade and tourism, this is quite a deterrant. I won't upgrade 30+ ships at this price.
Are there plans to take a look at combat related things before the stand alone expansion?
Since you mentioned the tutorial, what makes the tutorial a little awkward is that you only have your homeworld until you conquer the one which is far away and near the drengin. It is hard to build infrastructure there.
[quote who="Larsenex" reply="23" id="3639906"] I would mod the shield punch to bypass 100% but then tie it to 2 Elerium per component to make up for it. Can this be done? Its a half assed fix but achieves more or less the idea it is supposed to do. [/quote]Shouldn't be hard to do.However you can also just put shield punch and shield leach on one ship. This costs 2 elerium and the ignore shield like everything else is additive, therefor you both components together give you full
The credit cost alone is usually deterrant enough to keep me from upgrading until late in the game when I ahve won anyways. I'd rather rebuild my fleet with new versions and sell my old designs to a minor faction.
[quote]My fleets in the tutorial are too weak, they seem to be outmatched and outgunned by the enemy. [/quote]Just to make sure: Are you sure this is an issue with your ship layout/ fleet composition? I usually have no trouble using a single weapon type even if the ai has the correct defenses. I switch to dual weapon builds only to mitigate overkill damage later in the game when I start researching a second weapon branch. I am also experimenting with substituting early defe
Does it really require you to spend it permanently? The way I experienced it is, that the game requires you to have the ressources for building the ship new, but it won't increase the usage once you upgraded. Example: I ahve my arch dreatnought which requires 4 thullium and one elerium. Now I make a version with upgraded weapons (no additional ressource cost). In order to be allowed to upgrade I ahve to have the ressources I would spent on building the new version (4 thullium one
[quote who="exelsis" reply="20" id="3639744"] values 1 and above ignore 100% of defenses on every attack. [/quote]Did anything above 1 include values above 2 in your tests? I am wondering if it actually did double damage + bypass shields then.
Nope, checked in game. No change here. @exelsis On a sidenote: did you also check values above 2.0? Would be kinda funny if this stat worked like an int...
I particulary like how the adjacency bonus on the ressource buildings also is manufacturing/research/economy points. +19 research thulium data network, fuck yeah. Now this is something I might pick over a fleet booster.
Well Interceptors have a niche role, they go after guardians and escorts first and then after supports. If the AI built a support ship with 35% fleet jamming, fleet repair, carrier modules, (and little or no escorts in the fleet) ... then interceptors might be a reasonable addition. Maybe if you try to snipe invasion transports in a suicide run, too. But I never tested the latter. Interceptors would be useful, if the AI did weird things like: high defense capitals with high damage gua
[quote who="Horemvore" reply="1" id="3639620"]I saw it all converting my Star Trek xml's to 1.8 code base.[/quote]Did anything else which is interesting happen? I would have loved to see these four changes in the patch notes. I think the changes to thulium network and durantium refinery are great. The chage to the hive branch is reasonable, too. I am not so sure about the death furnace change (since it's a player unique), but i haven't played malevolent that much yet.
It would be interesting to know, to which difficulty the AI was set. 4 colonies at turn 17 should however not be hard, even without the constructor trick. Just rush them (buy from your 5000 starting money) in your shipyard. Up to incredible difficulty I usually start with buying another scout ship, if I didn't find a planet so far a third one on turn two and if I still didn't find a new planet I buy vanilla colonizers, since I can explore reasonably with those as well. Otherwi
[quote who="Zarkov" reply="24" id="3638456"] If you can cram more stuff into the tech trees, that's always good, it's probably a psychological thing, but when you reach the end, it is time for a new game. [...] Much more enjoyable with something to look forward to, if we imagine it is all about the journey. Winning the game before they run out, is of course the superior way out of that dilemma. But hanging in there just to mess around, tend to be strangely fascinating. Heh.
With all beam attack speed boosters you get a weapon cooldown of 2.75 for beams. That's the time lowest time per ship kill you can achieve. With missile attack boosters you can achieve 0.4 weapon cooldown for missiles, and you can kill a ship every 2 shots, thus 0.8 seconds. It's been like this since release afaik. (It also only costs two antimatter per ship as opposed to 3 or 4 elerium per ship and depending on techs you also achieve higher range with missiles).
I have the bad feeling they don't really want to address any combat related things :/ Their announcements concerning 1.8 and next years expansions are rather vague in that regard, too :/
Out of curiosity (I posted a thread detailing the same bug in support about a week ago): Did you write an email as ZubaZ suggested? (Otherwise I would be tempted to do so)
sry double post, pls delete
[quote who="tilyas89" reply="14" id="3638307"] Eitherway, my post isn't going to shift them or tryhards who use contorted logic to justify this. [/quote]No reason to get defensive. I am no "GalCiv3 needs multiplayer fanboy" or whatever you mistake me for.[quote who="tilyas89" reply="14" id="3638307"] Galciv, a game that takes hours to finish if not dozens, has never and will never be expanded more significantly by multiplayer improvements. [/quote]I shared your anayls