[quote who="Triple_Crown" reply="32" id="3685022"] Give implodinggoat a cookie! Except for point 7 that I would debate, he deserves karma + 10! (yes, tech tre
implodinggoat
I've been playing Crusade for about a month and I like the changes made by Crusade; but I still think there's room for improvement. So here are a few suggestions. 1: More Planets should be locked behind colonizing tech in order to slow expansion. I feel like colonization spamming is still an issue that screws with the pacing of the game. Has any consideration been given to expanding the concept of extreme worlds to slow expansion? Like initially al
[quote who="Suomi Sotilashenkilo" reply="15" id="3670869"] Although most of the stuff I've seen from the Crusade journals is pretty great, there is one really big thing that does worry me: I've always hated abilities that disregard everything about the game and everything you've been trying to do; I hate auto-win buttons and abilities, no matter how expensive or potentially damaging their use might be. I can appreciate heroes making a fleet better or giving i
Have you guys reworked the Ideology system any? To me that was one of the weak points of the base game, particularly how it relied so heavily on the colonization events to trigger anything. If we aren't going to be colonizing as much now, then how are we going to rack up ideology points?
Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too.
Wow, you weren't kidding about "dramatically improve startup times". It takes well under half the time it used to.
I've had the same issue on two different games now and its completely game breaking because if I reload the save the problem still occurs. I even loaded a save from 4 or 5 turns earlier and tried to play again and I got an unending wait again on the same turn. This is a really bad bug, its rendered the game pretty much unplayable for me, so I hope you guys release another patch to fix whatever you broke with the last patch soon.
Is there any way to upgrade a merc so that they don't become obsolete or are they more like temporary assets? If I were a playing as a Civ with good ships and limited creds could I blow up the Bazaar to keep my enemies from buying mercs?
[quote who="Larsenex" reply="4" id="3620387"] Starbases were on the table but seem to be moved back a bit, is there any date in 2016 we can expect to see the Star base changes discussed earlier? [/quote] What changes? I'd appreciate it if you could give me a summary or a link to the discussion.
It would be nice if at some point it could be enabled through the interface menu rather than by altering game files. Thanks for adding the option in any case.
My two cents. I used the wheel religiously; but I can see the merit in getting rid of it. Micromanaging everything on a huge map took an inordinate amount of time and using the wheel to its full potential took a lot of my time. You could make the argument that it should be left in for people who want to use it; but if it was in the game I would feel compelled to use it and I don't see how you could balance the game in such a way that an AI built for the standar
I agree that getting rid of the default designs permanently would be a bad thing; but.... Is there anyway to permanently delete a design I made? I've got about four versions of the same design that I worked on and I only want to keep one of them. Granted I can just make them obsolete each time I start a new game; but I'd like to get rid of them permanently. If I keep using the ship designer I can see the interface getting really clogged up with old design
I really don't view it as a problem. Its a fun and rewarding ship to build. My only real complaint is that the scanner upgrade on starbases are ludicrously underpowered in comparison and that there's no way to build long range sensors on planets.
After the most recent patch I noticed that the resource emblems on the minimap have all lost their color and now display as white. This makes them a lot harder to spot on the map and makes them easy to confuse with planets (particularly the durantium emblem).
Playing on a gigantic map its damned near impossible for me to keep people happy. I'm influence flipping planets right and left and now everyone is pissed. My best planet has a high level approval building and is surrounded by four Starbases all of them with every approval module up through Zero G Balet and the bastards are still apathetic. As it is influence is way overpowered and happiness is way too hard to keep up, I don't want to have to dedicate half my
That seems to work; but its still a bug that needs to be fixed.
Since I got the most recent update the game keeps generating the same map over and over for me unless I change the settings for the map.
Since I got the most recent update the game keeps generating the same map over and over for me unless I change the settings for the map.
The [spoiler]Illuminati[/spoiler] deleted the vid.
When the minor civs get integrated will we be able to mod in our own?
I've also seen the bug where stars that aren't really there appear on the map. I think it may be related to starting a new game with an active game going because I've been restarting repeatedly to get a better homeworld and every now and then the ghost stars start appearing and I noticed the same thing happened in the vid after he started a new game. In my experience they only appeared in areas where I had cleared the fog of war by exploring there normally as opposed t
Have you guys considered scaling the beam effects in the battle viewer based on what size ship is firing them? The large beam effect for the doom ray and what not looks good when its being fired from a few large capital ships; but when its being fired from a ton of little fighters it gets overwhelming.
Random question/request. Will the ships from the ship design contest and the honorable mentions be available for download in the Steam workshop at some point?
Thanks Thecw, I went into the program for my Microsoft mouse and clicking the scroll wheel was set to the "flip" command whatever the hell that is. So I changed it to "middle click" and now the ship designer is working as intended.
[quote] You can click and hold the middle mouse button to move the ship around. [/quote] Tried it, that doesn't work for me.