Did you start with a clean sheet design or did you use the transport as a base? There is a bug where the ship icon doesn't update properly when saved if you change an existing design.
Enzenx
I agree with what Petri said. Ship components should never be refunded unless the ship is under construction and canceled. Buildings should have a flat cost to construct that can't be refunded unless canceled and then a continuing upkeep. I would also suggest that the resources be doled out/deducted on fixed turns instead of every x turns since the starbase was constructed or at a partial rate of x/turn. Say every 10 turns for example. This way the player knows exactly when that n
The Defensive Focus specialization choice in the Planetary Invasion line gives you a choice of special invasion types you can be immune to. It would appear the Yor possess this specialization.
Thin atmosphere worlds are better for this sort of thing because population is king when it comes to big numbers and they give you an innate +50% food bonus to stack with everything else. Also that layout isn't quite optimal. If you are going to stack your capital and the Singularity Power Plant with Death Furnaces you need to surround the Death Furnaces with those. Death Furnaces is the star of the show here and needs to be the highest level building on the planet for the massively, giga
Honestly the per planet setting could go and be replaced by proper planetary governors provided these governors have reasonable splits setup. Most of the time I set the global to a 60/40 or 70/30 production/research split with 100% social manufacturing. I only use a custom setting for economy worlds, worlds sponsoring a shipyard, and worlds I designate as a specific capital will get a custom setting but even that is starting to get into micro from hell when your planet count starts to get hig
The reason for this behavior is the new BestDefense tag in the ShipBlueprintDefs xml file. With this tag it will always pick the defense which has the highest numerical value. An example: SniperBlueprint Tiny Interceptor BeamWeapon BestDefense</Co
Well Sorcerer King just launched so they will be running a special launch event for it I believe all this next week. Probably the week after that we will see the Friday stream return to business as usual.
[quote who="tid242" reply="27" id="3573971"]h100i and 4790k here. I don't overclock because I don't find it useful. The h100i is good, my core stays a solid 25C, [/quote] I highly doubt that unless you are only reporting idle temps. I could see a ΔT of 25C for the h100i but unless your room is kept cold enough to hang meat in it's more likely the software you're using to monitor your temps is reading the sensor incorrectly. This is just a pers
[quote who="MottiKhan" reply="21" id="3573030"] Quoting Enzenx, reply 18 I'll run some testing on this later to give you another data set. I've got a 4690k, 16GB of RAM, and a GTX970. E: Well I was going to run some testing but I can't get it to load. It just throws off a CTD about 20 seconds into th
I'll run some testing on this later to give you another data set. I've got a 4690k, 16GB of RAM, and a GTX970. E: Well I was going to run some testing but I can't get it to load. It just throws off a CTD about 20 seconds into the loading. Not really sure what the cause is. It's definitely not an out of memory crash since physical memory usage doesn't even reach 8GB (from a baseline of 2GB). Perhaps its crashing because I don't have all the custom races use
If you want to get a feel for how dense the map will be packed grab a race with Knowledgeable and test out some different numbers. You'll be able to see where everyone spawns from the start which could help you dial in the settings you prefer. I personally prefer mine to be more densely packed affairs that push diplomacy issues. I use abundant settings with 26 major races (myself and 25 AI) and abundant minors on a gigantic map. It's a little emptier than I'd prefer but that just
As far as research is concerned, they have said they are going to implement a cost scaling factor for every world you colonize, similar to CiV and its tech cost increases for each city founded. Time will tell whether that approach fully solves any issues or if additional tweaking will be required of course.
Slow is -25% and very slow is -50%. However since they are additive as you have discovered, all they really serve to do is make you need 1 or 2 extra buildings at the start to get the planet up to speed. All that needs to happen is for them to adjust where the speed setting is factored in to the production/research calculations. It's getting lumped in with all the other bonus/malus when it should be the very last thing and should be calculated separately.
Turn up the difficulty and make the map more dense if you want it to feel full. Either add a lot more AIs or turn down the size quite a bit,
I also noticed this in a recent game. The system equipped ships I had started with armor but changed over to point defenses once I researched the technology and stayed that way the rest of the game. Not that it matters much since I customize my defenses based on my current enemies but it seems to be a bug nonetheless.
[quote who="marigoldran" reply="12" id="3570862"] Get 1-2 engine techs. Prioritize those first. You also know you can design your own colony ships so that you can spam out colony ships even FASTER, right? Plop more engines on those suckers for the distant worlds, ya know? Also, the Dense trait means you can pack more on your colony ships then ever before. ALSO, you can build colony ships with NO engines to colonize your nearby wo
Lookin good! I can't wait to play with all these. The galaxy is about to be a much more interesting place to be.
Not currently. I remember someone asking in one of the recent dev streams if there would be a designer button on the main menu and Paul said something to the effect of the designer requiring basically most of the game to be loaded to work so it wasn't really feasible right now. Maybe in the future though.
Manufacturing needs some output whether that be some planetary improvement, a shipyard, or a project. If the planet is set somewhere on the research/economy spectrum with no manufacturing then the queue can be empty and it wont prevent you from ending your turn.
Found a class 26 ghost world in a game I ran to test a ship design theory I had. I've seen a 25 once, a few 21's, and some number of 17-19 extreme worlds. Extremely rare to find those higher class uninhabited worlds but most decent worlds in the 10-15 range can end up in the same neighborhood with terraforming.
[quote who="marigoldran" reply="50" id="3569015"] Which is also totally useless because you can only produce 1 ship per turn. Specialization past a certain point is actually pointless. [/quote] Indeed it's massively overkill. It was a fun little time wasting curiosity of mine, but as you say, pointless. About the only useful thing you could do with this is set it up to run birthing subsidies nonstop and have a gigantic convoy of transports to
Is the planet in question actually sponsoring the shipyard? If it isn't then you wont be able to change that slider and it will default to 100% social even if your global setting is different.
Let's step into the realm of pure absurdity for a second here. I was curious to see just what kind of pretty numbers I could get and fired up a new test game to see. [img]http://i.imgur.com/ZA45h0G.jpg[/img] I think that works! Military production is a smidge over 40k at 100%. [e digicons]:D[/e]
[quote who="Larsenex" reply="6" id="3565795"] In all the time I have spent in Alpha and Beta and Release I have never played a single game without using the Terran Tech tree. Its the one I am familiar with and my 'go to' tech tree. After 1.1 lands and its patch i am going to redo the Vulcans again and try Thalan tech tree this time. You all are saying its awesome must mean that it really is. [/quote] Hives alone with an averag
I like this idea but I think some idle ships should still override the end turn. Random scouts or military ships can sit around doing nothing for all I care but colony ships, constructors, and freighters are all quite important and you'll never have more than a handful of them running around that need direction. Maybe this could be an interface option to select certain ship types to be ignored by the end turn button: colony, trade, constructor, military. Or whatever categories make sense.