zuPloed

zuPloed

Joined Member # 4911130
7 Posts 433 Replies 661 Reputation

[quote who="barrybeal" reply="6" id="3678411"] Not sure how intentional this is but Synthetics can build immediately a YorMainframe building (+1 Research - planetary unique building) on all planets instead of getting a empire unique Computer Core building. [/quote]Most certainly intentional. Because Yor population does not grow. It makes up for it. Yor population has super high cap and good morale, building it up is hard at 100 manufacturing per pop[quote who="barrybeal" reply="6"

9 Replies 30,473 Views

Looked at the stats. Looks kinda unfinished to me. - Maintenance is a "one time" cost (like ressource costs) instead of a flat modifier. - beam weapons don't scale in elerium cost. - kinetics don't scale in production cost making singularity drivers 4 times as easy to manufacture as doom rays and 6 times as easy as nightmare missiles I wouldn't expect it to stay that way. Wouldn't be surprised though, if SD treated weapon balance like a step ch

18 Replies 53,236 Views

There used to be a strategic component to it, too. I didn't check if it is still like this, but pre crusade it was: Missiles: - low upkeep - low production cost - low dps per mass Beams: - high upkeep - medium production cost - high dps per mass Kinetics: - medium to high upkeep - high production cost - high dps per mass So if you are planning on using throw away ships,

18 Replies 53,236 Views

off the top of my head I see a few things, the AI has problems with: Asteroid mining: in the early game it can be beneficial to just plug a starbase next to 4+ asteroids. The AI should consider this when placing mining starbases, its first starbases or even placing starbases just for asteroids altogether. The boost to your early economy is worth it. At the moment I also think, that due to this there is an idea class of starts: - two constructors, because that way you can st

34 Replies 193,959 Views

[quote]Crusade currently has a "mixed" Steam score. As a practical matter, if our player base doesn't like Crusade, then there's not a lot of incentive to dedicate resources to it. Once we finish the bug squashing, we'll see where things settle at. [/quote]Well, you said it yourself, the release was pretty buggy. To me this was the first SD game I bought on release. I didn't know what to expect as some others here seem to be. I was pretty disappointed. And you know what? I'm stil

32 Replies 234,780 Views

I can confirm it is in crusade, too. It is particulary annoying in the onyx homesystem, if you want your asteroid mines to be linked to your homeworld, because they allways reassign to the second planet in the home system.

3 Replies 15,412 Views

[quote]I think a huge issue with Gal Civ 3 is that the too many features of the game are locked by tech. Your military power is basically zero until you make a relatively big investment in military tech. Then there's no reason to actually fight until the midgame because you can't defeat starbases and you can't land on planets. [/quote]Asteroid mines are a really big deal in the current balance. Those can be harassed at any given time.

3 Replies 12,665 Views

For the most part (especially early on) you are better off just looking for some asteroids. Also potentionally saves you money on life support. The economic and trade modules still seem to be running on pre crusade numbers, so they are worth it. But for manufacturing and science? Only if I had literally nothing else to spend my ressources on.

7 Replies 20,633 Views

[quote who="Ryat" reply="18" id="3677762"] Wow. Love that production centers for Synthetics is no longer one per colony but did you mean to shift the population cap and morale cap to 100? And remove the pop cap increase techs? 100 seems a bit excessive unless the squishy organics can reach that number as well. [/quote]I dunno maybe its fine. keep in mind, that 100 pop still only is 10 production. to go from 5 to 10 you invest 7500 points of production... maybe its fine.

86 Replies 374,541 Views

[quote who="neilkaz" reply="16" id="3677742"] Yes but then why in the very early game is the Alterran survey ship moving like it is +2/+4 as previously. Shouldn't the .xml apply to AI's as well? [/quote]I have not observed anything like this, so no idea. :/

86 Replies 374,541 Views

[quote]1. The Slyne have a trait that gives them Zero Gravity Construction to start. I'm assuming this is to allow them to get Engineer citizens from the beginning, but it doesn't make logical sense - why would they be able to build medium ships before they can build small ships? Not to mention potential balance issues of building a ship two tiers higher than everyone else right at the start. Perhaps the Slyne should get Orbital Construction to start, which still gives a boost to s

5 Replies 25,986 Views

[quote who="Enskipp" reply="3" id="3677654"] Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5. EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened? [/quote].xml says it us +2/+1 now, which I think is good. +4 made many engine techs obsolete for a long time in the game.

86 Replies 374,541 Views

[quote]Ongoing tech tree changes [/quote]Ok, I'm going over the techtree right now. I'm not entirely sure where you guys are headed, but I will name things, which strike me as odd or potentially unintended - all races have access to tourism - synthetics have no popcap branch - quantum and singularity powerplant in age of war - expensive environmental engineering directly after planetology instead of the much cheaper colonial engineering. Yo

86 Replies 374,541 Views

[quote who="Timmaigh" reply="8" id="3677519"] Regarding weapon types and ship roles, i meant it more in a way, that Enterprise cant target Defiant with its torpedoes or phasers, while Defiant can target Enterprise with the very same weapon types. [/quote]Possible. The general structure is, that a unit has a weapon, the weapon can target specified objects and when acting uppon a target applies an effect. The effect can be the actual damage effect or specify other things, such as ener

9 Replies 128,154 Views

[quote who="Timmaigh" reply="6" id="3677421"] I mean, with regular terrain, you put there some obstacle, like a tree or stone or whatever - not quite possible here. Is it even possible? [/quote]You are imagining things wrongly. You can have other objects block buildings. But there are other ways. You can directly class terrain as impassable or unbuildable, without even adding objects to it. [quote who="Timmaigh" reply="6" id="3677421"] Another question - regard

9 Replies 128,154 Views

I dunno, what's going on inside SD is pretty much a black box to me. No point in guessing whats inside, most of the time one is wrong about it. But seeing what comes out of this black box, I am really concerned. - changes to the techtree on the suggestion of a famous youtuber - the game feels rushed... like they entirely skipped quality assurance/ iterating on their ideas (some of the bugs feel like some aspects of the game never even got tried out) -

7 Replies 28,663 Views

Well... You will get hives, once SD patches. Apart from this you start out with several techs: - Star federation (+10% production +4 administrators) - large hulls - stellar folding (passive +1 moves and highest tech movement components) You are also able to research the dimensional military upgrades (small buffs like 10% jamming) Not sure what SD is gonna do, but they will probably fix it, so you also get access to the gravit

7 Replies 28,663 Views

[quote who="Ash_Paradox" reply="32" id="3676897"] Also is there any reason Xeno Farm doesn't upgrade to Hydroponic Farm? I have to tear one down to get the other, and I bet the next level up from Xeno Farm will need the tile redeveloping... [/quote]Probably another bug. Hydroponics is the tier1 farm for aquatics and xeno farm for carbon based. I don't think it is intended you can build both on a race or for them to be displayed both in the tech tree.

40 Replies 148,772 Views

[quote who="Ryat" reply="10" id="3676777"] Quoting zuPloed, reply 5 This locks silicate civs out of all terraforming but one. Synthetics are completely locked from terraforming. Yep, Synthetics cannot get any terraforming techs. Also their productions centers (synthetic factories) are unique p

36 Replies 111,561 Views

[quote]Significant layout change to the tech trees to make them not be so wide. [hat tip: AngryJoe] [/quote]This locks silicate civs out of all terraforming but one. Synthetics are completely locked from terraforming. [quote]Matrix Improvements (synthetic tech) removed, population increases moved to tech. [/quote]Matrix improvements are still displayed in the tech tree. [quote]Hive technologies are now given to Time Traveler trait [hat tip: Steam forums] [/quote]They

36 Replies 111,561 Views