leiavoia

leiavoia

Joined Member # 630552
13 Posts 340 Replies 887 Reputation

[quote who="Gauntlet03" reply="26" id="3678665"] I think a less realistic and more abstracted battle-space would be a better aesthetic at this point... [/quote] +1

32 Replies 234,619 Views

[quote who="Ynglaur" reply="10" id="3678452"] How can you tell what provides and adjacency bonus, and what can receive an adjacency bonus? [/quote] the hover tooltips show you bonuses the item provides. That part is obvious. Which bonuses items receive is less obvious, but you can tell by the building's color or outline color. Yellow = wealth blue = research Orange = construction .. etc ...

25 Replies 194,953 Views

I'm still having this issue. Download saved game example here. In the example, try to invade Slyne Omega with nearby forces. The screen will say you have overwhelming power yet invasion always fails. Either there are bugs at play, or i have no idea what the numbers on the invasion screen mean (or both).

16 Replies 53,371 Views

You cannot utilize the +25% logistics bonus from having a commander in a fleet. When a command ship is in a fleet, the popup display shows that the logistics cap has gone up, but you cannot add more ships to the fleet. It appears that the increased capacity is factored into the display but not the actual fleet management calculation. This is true on version

190 Replies 469,594 Views

[quote who="Synagas" reply="178" id="3678047"] When you destroy a faction, their mining bases remain theirs and you can destroy them, to where the field says build mining base, but also says "Faction Mining Base" with faction the faction's name that died. Can't build over since it still keeps their influence somehow. [/quote] Confirmed. Leftover mining bases create a zombie faction. You cannot destroy or reclaim these mining bases and they continue to emit influence

190 Replies 469,594 Views

[quote who="Uncle_Joe" reply="4" id="3678425"] Quoting barrybeal, reply 2 ... Production is split evenly and automatically ... I don't believe there is any splitting involved.[/quote] Correct. Nutshell: ship production = raw production * ship production bonuses social pr

25 Replies 194,953 Views

[quote who="pshaw" reply="38" id="3678312"] == updated 5/16 == + fixed a problem where ships were firing the wrong projectiles. [/quote] Is that the thing where the ships shoot out more ships? It's hilarious to watch. If not, well, that's another issue and i'll get you some screenshots.

86 Replies 374,320 Views

[quote who="Publius of NV" reply="34" id="3678194"] Quoting leiavoia, reply 33 Another issue I have noticed is that the ai will absolutely refuse to trade even one resource with you, even if you offer them your entire empire on a platter. The "barter bar" won't move even a pixel if there a resource involved. I

86 Replies 374,320 Views

[quote who="pshaw" reply="35" id="3678245"] Quoting leiavoia, reply 31 I feel like v2.14 is processing turns slower than release-day Crusade did. When i watch the turn processing messages in the lower right corner, it seems to hang up for several seconds on specific empires. It does this regardless of my zoom le

86 Replies 374,320 Views

I feel like v2.14 is processing turns slower than release-day Crusade did. When i watch the turn processing messages in the lower right corner, it seems to hang up for several seconds on specific empires. It does this regardless of my zoom level. I have no quantifiable evidence to support that claim, so can anyone confirm or deny?

86 Replies 374,320 Views

I still don't understand how legions work. The ingame info needs to provide more explicit instructions on what legions are, how to get them, how to use them, why you need them. I don't understand the difference between a legion and a garrison or why i should have to train a legion and then convert to a garrison. Should just be "train a garrison"

3 Replies 24,172 Views

Mostly agree. Early game has little tension because there is no threat to counter rapid expansion. I contrast this with MOO1 where overextending your reach too early meant basically giving juicy colonies away to your opportunistic neighbors. The real decision to be made is when to invest in military tech. Too late and you get harassed. Too early and you snowball to victory. An early game method of destroying or taking colonies would be great.

3 Replies 12,639 Views

Brad says in another thread that the real purpose of cash on hand is to rush-buy stuff. If the AI is rush-buying a couple of colony ships in the first few turns, that just puts in on par with human players. That's good. NOT rush-buying stuff is problem for the AI. You can rush-buy a couple of colony ships in the first few turns, but after that you run into admin/cash issues which should prevent a normal player from blitz-colonizing. (The basic complaint against GC3:Vanilla) On

14 Replies 46,432 Views

I wish it was possible though. There is rarely a reason to build military bases. Would be better if you could just bolt on anything.

9 Replies 25,357 Views

You should see a little mini-ship on the map go around and "do stuff". After so many turns, you should see a popup window announcing that they returned with some number of credits. And everyone is happy. The mini-ships can be shot down and you can't control where they go, as far as i know.

6 Replies 32,067 Views