Easy memo. Having more threads per core is better. Still, it also depend on how powerful the core is to begin with. i4 not going to top i7 core as an example.
FreedomFighterEx
[quote who="Aemun" reply="3" id="3676511"] Doesn't seem like that should be intentional. Why would a destroyed ship need administrators assigned to it? [/quote] To prevent player from "game" it. This is respond from Developer himself. There is a long discussion about it in Steam Forum but i can't find the thread now.
IIRC, 3 of those tech came from trait so it look normal if you subtract them out. Time Traveler give 3 huge late game tech. It give super uber hyperdrive module that no way anyone can make use of it until mid-game since it is so expensive. Star Federation tech which give +4 Admin and +10% Raw production? And a tech that let them make huge ship from get go but same as hyperdrive, it is not practical until after mid-game to use those. However, they can sell it for huge sum of credits or for oth
Mod only affect newly made game after you done the change. Nothing will affect on-going game.
[quote who="Sycloness" reply="6" id="3676554"] That is good to know. I think that is a bit over kill as well. Can I change it to something like TwoPerColony, ThreePerColony? Back to how it was before the nerf where you got 1-3 out of the lower terraform techs. [/quote] There is a mod that add a second copy of those terraformer but you need to spend resource to use it. It can be use indefinitely if you can pay for it. You can mod the cost yourself if it deem too powerful.
They used to be nothing but money bag/tech dump for Major races. They don't expand. They rarely participate in galactic event. They are just being there to be exploit and bully by everything else. So Dev disable diplomacy against them. I hope it is just band-aid until they find a way to change or improve them.
[quote quoting="post"] Had a survey ship destroyed. Still says it is using an administrator. Is this intentional? [/quote] Yes.
You know. . .if those unique stuff that tie to specific trait has description said that it come from that trait, it would be less headache. Like Work Camp is only available Slavers trait and it is replace Factory, if it's description said so that it is "Unique to Slavers trait. Replace Factory." then it would be more clear and less confusion. SD needs to polish tooltips and description all across the game.
[quote who="Stalker0" reply="8" id="3676462"] Only change I don't like is the thulium hull nerf. I can understand some reduction, but this is way too much. i always though the hull module in the base game was garbage, but I finally liked it in crusade. But now it's back in the garbage bucket. [/quote] The only useful situation i seen so far is to use it on Tiny or Small ship with Living Hull tech from Iconian tree. You get more effective HP that way.
[quote who="Jafo" reply="10" id="3676381"] Quoting Avatar137, reply 8 Seriously? Wake up on the wrong side of the bed? Humor challenged this morning? I actually thought it was funny and laughed. Yes, I know I'm weird... Yep....you're weird....but we knew that...[e digicons];)[/e] T
[quote who="lethallin" reply="14" id="3676327"] Administrators are a hard one. It's certainly a good thing to restrict flooding of colonies and starbases, but I'm not sure its current iteration works as well as it could. In how they work now, I definitely feel I'm gaming the system. I just buy Colony Ships and Survey vessels from the AI. They're down an admin, I'm up one. Since admins are a finite resource, them being so easily lost (and gained in various ways) can really
That is my main grip about "Recall" need 10 Promethion. I cheat my way out and mod it to be 0 instead. Wish i could add it a cooldown timer on it too or something. The other promotion require resource is fine since it is quite powerful.
So it isn't work that way in Cruasde anymore? Kinda bummer cause what you said is true, it is easier for modder and mod user that way.
Wait what? Why Arbitration Center unavailable if it is one of Pragmatic unlock?
Yes, sometime you gotta take it, or else. It also make you shift your priority to terraformer tech in order to improve those backwater planet back to tip top shape.
[quote who="Voqar" reply="127" id="3676441"] Ships set to auto explore/survey should not enter "borders" when you don't have open borders and especially not when at war. [/quote] I never know i wanted this until i read it. Our damn pilot need to be train to respect space border.
If you are not getting a raise for this i will be minor upset.
So it spawn a random class 10 planet then? I need to test it more.
[quote who="sulley1" reply="7" id="3676300"] I'm creating a new civ with ships somewhat like that from the Halo universe, and now I was going to design their starbase and shipyard, but I'm not sure how to design them in the ship designer so that they will be able to be selected for the civ. Anyone know how to design starbases and shipyards in the ship designer? [/quote] I believe you need to enable "Show Starbase Design" in an option menu.
Resourceful give pretty dreadful resources. About 1-2 randomly each. Also, it turn out the galactic wonder that spawn class 10 planet actually spawn class 10 planet with minor on it so you can't colonize a bloody thing.
You station your spy on your planet? Spy can eliminate each other if they station on a planet. AI might had sent their own spy to kill your.
Isn't that is how it work normally? Factions folder is there to put anything relate to custom faction to it. Did it used to get pickup in mod folder before? I never put them in there so i have no idea.
I do wish the game allow us to make or add sub-set design over the main one. Like how core ship work. It make UI less cluster and no need to keep hitting that "Obsolete" button.
THIS FROGBOY use a simple TRICK to get MASSIVE boost to his COLONY! FIND OUT HOW! BASICALLY your COLONY can't COMPETE! COLONY governor HATE him!
[quote who="Frogboy" reply="9" id="3676310"] Quoting BIF, reply 8 Why do we have to destroy ANYTHING left by a prior civilization? If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech