[quote who="zuPloed" reply="20" id="3640310"] On a sidenote: what difficulty are we talking about? [/quote] I play one up from genius, Godlike still kicks my ass
a0152570
[quote who="a0152570" reply="7" id="3640172"] here it is https://www.dropbox.com/sh/on3laurguzi7o6l/AADlCAUsqJWsU8o-vvuVdhCga?dl=0 [/quote] edit i started over with all mods disabled and after a steam verify.. same but, stuck on wait
[quote who="CrankyMoe" reply="15" id="3640211"] Edit - of course, if it's too cheap then why would you bother researching/building anything beyond it like Spark of Life? So I'd have to adjust all the upgrades too. Ugh [/quote] Because once your manufacturing is really up and running any assy project 2,4,6,8 can be built in one turn so why build 2 when you can build 8/turn
[quote who="zuPloed" reply="12" id="3640193"] why not play with the assembly project balancing itself? I think I will play with some numbers here a little. [/quote] I have thought about this also, make the first level project cost a little less to help get you off the ground floor. I know this would upsets the cost/pop balance as you move up in tech but as you become a mfg power house you can do any of the assy projects in one turn
[e digicons]:rofl:[/e]
[quote who="zuPloed" reply="10" id="3640175"] Or maybe even scrap growth rate buildings and make manufacturig yor provide growth rate. Wouldn't that be logical? [/quote] 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. No doubt early-mid game they are the hardest race to play but if you work out how to survive that, they become a very bad ass power house mid-late game
here it is https://www.dropbox.com/sh/on3laurguzi7o6l/AADlCAUsqJWsU8o-vvuVdhCga?dl=0
[quote who="CrankyMoe" reply="5" id="3640163"] Poor little robots. I'd love to hear tips from any of you more heroic players who've enjoyed recent success playing the Yor. [/quote] What i have been doing I concentrate on malevolent improved yards & production BUT i get enough pragmatic points in reserve to do the no declaired war for 50 turns and use it when it looks like an AI is about to do it. This gives me time to concentrate on nothing but military.&
[quote who="exelsis" reply="8" id="3640154"] it stacks multiplicatively with your other research, so it's FAR better than 33% per planet bonus. [/quote] At first i was going to say hu whats the difference, it should be the same thing; then i remembered how all planetary bonuses are additive, good catch. At the least it is confusing
[quote who="admiralWillyWilber" reply="2" id="3640148"] I don't think approval should affect yor. Being robots their should be no coersion penalties [/quote] I like this one and it makes a lot of sense [e digicons]:thumbsup:[/e] [quote who="admiralWillyWilber" reply="2" id="3640148"] And they shouldn't use money their would be no rush buying or trading using money. [/quote] This one not so much. Maybe no rush buying but there is no re
Just did a quick test on this. Pre build; total research/turn =10488, Post build ; total research/turn =13950 (up 33%). I put it on an isolated hex so no adjacency bonus. The strange thing is no individual planet shows the increase. It look like its working but not showing in the tool tip, witch is a bug. You should move this to support
[quote who="erischild" reply="9" id="3640131"] I will speak up and say that the coercion mechanic is a well designed game mechanic. I hate it intensely and avoid it obsessively in-game and that is why it is there. [/quote] Well said. Its part of game that makes it a challenge (learning to deal with it) One can always argue/question if it is well balanced or not but IMO its OK. I hated it intensely when it was first introduced but found how to adjust my pla
Hard at work on a Sat. again eh! All my mods are ones i did. Never had any issues pre 1.8 or with any other DLC's. It may be more work than you guys want to do but would you like me to zip my mod folded and send it to you ( its a dozes or so files)
[quote]I played it through with 1.71 so it is definitely something introduced with 1.8. [/quote] I do not have the power of your machine but i had no problems on huge and gigantic pre 1.8 now i see slow downs and lock ups and CTD after ~100 turns
[quote who="a0152570" reply="2" id="3639954"] Quoting pshaw, reply 1 While we are looking at your save game, do you have any mods enabled when started the game? Yes (in the save i sent you) BUT it was a campaign & i thought mods were automatically disabled in them, or at
[quote who="pshaw" reply="1" id="3639931"] While we are looking at your save game, do you have any mods enabled when started the game? [/quote] Yes (in the save i sent you) BUT it was a campaign & i thought mods were automatically disabled.
Save game attached, next turn does not end. https://www.dropbox.com/s/u8a0nwjy51y52rz/Campaign_yyy.GC3Sav?dl=0
[quote who="Bamdorf" reply="27" id="3639816"] @Pshaw When I see slowdowns I believe in every case the display on the right showed "idle ship" grayed out, and no display of any factions (just to the left of the "idle ship" message.) Tough to get a reproducible save, as I can't save once it happens and it is unpredictable. What I would really need, I think, is a sequence of the mouse clicks that I am doing just before it
how many missions are in the new campaign?
[quote who="pshaw" reply="15" id="3639303"] The issue is now a stain in the carpet.... [/quote] way cool [e digicons]:thumbsup:[/e] , hope we see an update soon [e digicons];)[/e]
Title Does not always happen but it does happen
I continue to see this happen but haven't found a cause. I reassign a mining base to a further planet and some number of turns later it reverts back to the closest planet
I just tried to reproduce it again and could not. Will try some other things and report back
Guess this is why they still use us hard core beta testers [e digicons]:sun:[/e]
[quote who="jvdouglass" reply="12" id="3639062"] multipoint constructors. Previously the left over constructor would enter the base. Currently it just stacks with the base. [/quote] I can confirm this "bug"