a0152570

a0152570

Joined Last seen Member # 6037445
219 Posts 1,242 Replies 3,754 Reputation

the auspicious start. Gives influence to bump to planet it is stationed at. Influence numbers do not change in tool tip on main map of in planet view. BUT it is taking affect as you can tell by observing the ZOI moving the sip into and out of orbit

4 Replies 7,085 Views

Scoring system has always been screwed up (imho) Not that it should take much work but i would rather they concentrate on bugs

3 Replies 13,786 Views

[quote who="ScrivenerOfLight" reply="40" id="3680254"] That's the plan--I mentioned it in the post above yours: [/quote] My bad, i wort before i read [e digicons]:blush:[/e]

61 Replies 219,045 Views

[quote who="Horemvore" reply="37" id="3680243"] Encounters use static blueprints. (set in stone blueprints) [/quote] yes but you can mod it and i think even add new static blue prints

61 Replies 219,045 Views

[quote who="snarfo67" reply="1" id="3680245"] Same here. Another possible side effect of this seems to be several times when I start to move a constructor into place and try to build a starbase--- the option is not greyed out, but when I click on build starbase it tells me it's not my turn. I have to end the turn and wait. [/quote] Yup, forgot this one but have also seen it

4 Replies 5,965 Views

[quote who="Go4Celerity" reply="4" id="3668973"] ...upgrades that... boost defenses are required to build ever larger hull types add stat bonuses to ships constructed there give gearing bonuses to sequential runs (a .9 exponent applied to the manufacturing cost of each sequential identical ship for example) [/quote] You can do these by modding engineer and place it in a the sponsoring planet. MAY be able to add to a pro

10 Replies 27,226 Views

[quote who="Publius of NV" reply="1" id="3680234"] You can see built up overflow in the planet build list by hovering over empty space just like you can for the shipyard lists. [/quote] I wish you could do this for research

2 Replies 21,542 Views

several times i move a ship to a spot - it has moves remaining, BUT the AI turns start automatically as soon as my ship stopped

4 Replies 5,965 Views

Still loving the mod. The workarounds appear to work! suggestion, up the rewards for heavily defended (and maybe moderately) they seem a bit cheap especially when compared to the games heavily defended ly

61 Replies 219,045 Views

[quote who="leiavoia" reply="23" id="3680117"] I never got my loot [e digicons]:'([/e] [e digicons]:(O[/e] [e digicons]8O[/e] [e digicons]:'([/e] me sad too. Any way to color the actual anomalies? iirc Paul said this would be tricky

61 Replies 219,045 Views

installed and liking it! good job. BUG sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies

61 Replies 219,045 Views

[quote who="Publius of NV" reply="8" id="3679961"] So should they be enabled down the food tree? Or someplace else? [/quote] Food tree would work well and has some logic to it. Is too hard to add a separate branch off the food chain?

28 Replies 55,671 Views

A lot of good points and well written, hope Sd reads it. Very happy with the direction of the game but you have to wonder where SD QA is. Pirates,Minor Civs - agree Trading, Invasions- still needs work but a big improvement

28 Replies 123,596 Views