Interceptors will not attack support ships over escort ships. Refer to the Ship Roles on the wiki.
peteincary2
[quote who="hardcore_gamer" reply="4" id="3570912"] What is the point of giving your ships thrusters if ship speed doesn't matter? [/quote] Excellent point. I would love to see thrusters increase the dodge rate of the ship as well as the speed. On one of the weekly dev streams, one of the devs suggested that the current speed of the ship does affect how often it gets hit. I have not seen anything suggesting that in game however, so if it exists, it must not b
As a quick note, you can research more than one tech in one turn but only along the same tech line. Just select a tech further down the tree, and you will research all the techs up to it limited only by how much excess research you have. But you are right about building improvements and building ships. You are stuck with a 1/turn limit for every planet/shipyard.
Sometimes I will survey an anomaly and get an automatic completion of a project at the nearest planet. This basically will autorush the project at that colony. This will cause me to lose sometimes hundreds of carryover manufacturing that I have at that colony. This is a side effect of rush buying causing you to lose all carryover manufacturing. Surveying anomalies should not punish you. Please consider changing rush buying to NOT eliminate all of your carryover manufacturing.
As a general outline, check out the Wiki page on ship combat on the wiki website. Let me know if you have further questions after reading that.
I use no mods and have noticed the same thing with pirate bases building nothing.
Weird that a ship can repair itself a few points in a 1 minute battle but the module will not effect any repairs outside of battle in the one week between turns?
It does make the planet entirely uninhabitable. So there is no recolonizing if you do this since it results in a dead planet.
[quote who="CenturionsofRome" reply="89" id="3568303"] Also fixed the diplomacy money error, but now several high end economic starbase modules are no longer being unlocked after their techs have been research. The spaces fix is the likely culprit. [/quote] Centurion - did they change the number of constructor modules needed to build those high end modules? (Check on the starbase screen to see if more than one is required.)
dansiegel30, thanks for the feedback. While I agree that multiplayer is lower priority than single player, I just get frustrated when I see comments like: [quote who="erischild" reply="31" id="3568206"] Yeah, it is a very small but very vocal minority that imposes itself on my single player game. You do know what single player is, right? Let's not get into the attitude game, shall we? [/quote] It is a horrible attitude to think that anyone who do
Hmm could you load an autosave and look at the Victory screen to see what might have happened? Would be nice to have the defeat screen give more info when you lose.
[quote who="adamb1011" reply="30" id="3568200"] Look, I broadly agree with you. What I was trying to say is that the developers have made quite clear that while they will provide and support multi player, their focus will be primarily on single player. That doesn't mean they won't fix serious multi player exploits, but my point was that if you are looking to play competitive multi player, or a multi player focused ga
[quote who="adamb1011" reply="28" id="3568126"] sure I do. If you are after balanced multi player, then you bought the wrong game. This game isn't even close to balanced, and I'm not even convinced the devs want to fix that. [/quote] If you want to argue that going over the Pop Cap is not really an exploit, that's a valid opinion, but saying it is an exploit with an easy fix but low priority because it only affects multiplayer is ridiculous.
[quote who="adamb1011" reply="26" id="3567980"] It's an exploit. If you choose to play with it, and find the game easy, then I'm not sure why you are surprised. [/quote] You do know what multiplayer is, right?
[quote who="In_stasis" reply="73" id="3567808"] Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough. Could this be a bug? or have I set something wrong with the new tech brokering. BTW is there supposed to be an option like the "enable/disable tech trading" game play option for tech brokering? I only have the
[quote who="rspiccaver" reply="23" id="3567919"] Decay is easily changed in the xml, the problem is that it can only be a flat value. It would make more sense if it was exponential, but then again so would growth. I doubt they will ever change that, they don't care that some people will exploit in such ways. Doing so ruins my fun in the game, but who cares if someone else does? Some people like mods that give them huge bonuses, it's not any different.<br
[quote who="dansiegel30" reply="21" id="3567909"] Well, you certainly need crackers and wine with that cheese play. [/quote] Come on, dansiegel30! You think my real games are played like that? These are just test games and not nearly as fun as my real games are! But ultimately, in a game where multiplayer is allowed, these exploits have to be looked at. Just calling it cheesy will not prevent a human opponent from using it against you.
[quote who="dansiegel30" reply="19" id="3567905"] With half farms, and half manufacturing, you wouldnt get near 100, on a class 11 planet. The higher the class, the more pop, with the exception of synthetics, who's pop cap is broken, and you are exploiting to death. [/quote] Why would I waste half of my tiles on my research planet with farms? I can just import citizens from other planets and exceed the population caps like crazy. That is how you make these superwor
This is not specific to synthetic races. You can do it with any race. It is just a little bit easier with synthetics.
With very little effort, I usually just get 3 planets to a population of about 80-100. These 3 planets will then serve as my main manufacturing, technology, and wealth planets. This shows the overpowering effects of production being equal to population with no limit on max population, when you are playing as synthetic race. My Wealth Planet My Technology Planet
Can you please fix the Yor tech tree duplication... As you can see, after I have already researched Xeno Commerce, 2 techs later I have to research Economic E
Stardock should just get rid of anything that does not exist in our current state of technology. We should be trying to colonize the galaxy in spaceshuttles, and we should be waiting hundreds or thousands of game turns to get our ship to the next nearest star system. Then you won't have people claiming that the sci-fi world they created does not fit what they think is reasonable. Or they can keep the game fun and just keep doing what they are doing. Either way is good for me. ;)</
So you mean set ship range = 0 for all ships, and ship modules that boost ship range cannot be used on ships that have constructor or colony modules?
And in case you don't realize how wrong our current science just might be... New Scientific Theory unveiled! (Yes it is from the Onion hehe)
It won't necessarily break culture victory, as technically the planet is just one hex. Immunity to cultural flip doesn't prevent you from owning all of the hexes around the planet, so you can still control the required percent of the galaxy without controlling all of the planets themselves. But good point on why some planets never seem to flip. I never thought they might have that ideology trait selected. /facepalm