[quote who="DARCA1213" reply="10" id="3566189"] Total denial. I am not attributing that as a cause to not make synthetics immune to biological warfare. They are not biological. Period. For immersion and STRATEGY sake this must become reality. This must be in the game it's to perfect to pass. This change is needed! [/quote] LOL what is not biological about metal-corroding bacteria?
peteincary2
Rhonin, nice link! The perfect biological weapon against robots ;) Here is another: http://www.corrosionclinic.com/types_of_corrosion/microbiologically_influenced_biological_microbial_corrosion.htm
I'll have to try making a colony that sends it production across the galaxy to my production starbase, and on that colony I'll put the 3 hyperions on a +3 military tile plus an eletrium defense shield and see how that goes ;)
Great! That is one mod I'll use right away
[quote quoting="post"] Enter/Esc key now closes the shipyard screen like it does for other screens [/quote] Can you make this work on the diplomacy screen too? That way I can stop accidentally declaring war when I try to say goodbye to them. ;)
The basic carrier module gives you 2 small sized ships that are set to assault ship role. The interceptor and guardian modules give you 2 tiny sizes ships that are set to interceptor or guardian ship role respectively. Since they are tiny sized, most people find these ships not to be as useful as the basic module's assault ships.
[quote who="dansiegel30" reply="3" id="3565999"] Speaking of notifications, how about a notification when you have birthing rates enabled, and you hit max pop!?!?!? [/quote] +1 on this
Empty colony ships can still be used to colonize a planet. You get a free 0.1 population when you colonize, but still get all the benefits of the Colony Capital and still get +0.1 growth per turn on the population. (This needs to be fixed.)
Is there a way to change the brightness/density of the background nebula that is visible from the galaxy map? I cannot find any options under the graphics options. Some games will load with a really dense/bright nebula in the background, making it very hard for me to see anything on my map. I usually just save the game, then load it up repeatedly until I get a background that is playable.
The other manufacturing waste that occurs is when you rush buy something in the manufacturing queue. Not only do you lose all of your stored up manufactuing, you also lose any manufacturing that you produce that turn Manufacturing waste from either rush buying something or building a project creates a need for the player to micromanage the manufacturing queue if they want to not have wasted points. This does not contribute to game play in any way. I would hope the devs would c
[quote who="Publius of NV" reply="5" id="3565640"] One thing I haven't played with much is giving gifts. I've tried it a few times and it hasn't made much difference in their relations. It seems like that might not be as effective as it was in GC2. [/quote] It does not seem that you can just give the AI a bunch of techs and have it count as giving them a gift. Wierd. The only times I get the "You have given us a gift" diplomacy screen bo
You cannot load a ship with people from a planet more than 5 hexes away from where the ship is built. This is almost certainly working as intended. Opens up too many exploits if you can just teleport colonists from all over the galaxy to your newly built transport ship.
Do the bonuses you get persist after you upgrade the ship?
Sometimes the AI does not yet have the tech that you want. Plus if you play with tech trading disabled...
Wait what? How does it determine what ship is build at that planet? Is it any ship built at a shipyard that has the planet listed as a sponsor? If so, you could change the planet's sponsored shipyard all over the map to make a ship that is built that turn have 1 fewer logistic point. (Put it on a research planet that donates its one manufacturing point to a shipyard across the galaxy to make that next ship easier to build.) Neat or exploit?
I find myself cancelling all beginning-of-turn ship loads. Then when the ship gets its turn to move, I can move it and I get the option to load it again, this time while seeing where I am and what kind of ship I have. But this is of course silly. It defeats the entire purpose of having the popup at beginning of turn. I agree with at a minimum letting me know what type of ship I am loading up.
[quote who="dansiegel30" reply="9" id="3564867"] It would be a more useful mechanic to have Research Project simply put 100% manpower, except current economic, into research. Cancelling this option puts it back the way it was before. Same for economic stimulus, moving current manufacturing manpower all to economic. I think we have all been in the situation where we were about to run out of money, or need to tech rush for a dozen turns or so, and need to max out a planet
Accoring to patch notes for 1.02 [quote] Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped[/quote] But!!! this did not make it into the patch. You can still produce population when over the cap. Once this gets really fixed, you won't be able to use the biological races with synthetic tech tree for population growth.
If they fix the issue with being able to manufacture population still when you are already over the synthetic population cap, choosing the synthetic tech tree would be basically useless if you are not synthetic. The fix was supposed to happen in a previous patch according to the patch notes (option to produce population should be grayed out if you are already over the limit) but did not make in into the patch as you can still make population well over the cap.
[quote quoting="post"] Production that is not used on one turn is rolled over to the next. Great. A godsend, really. However, it doesn't appear that when one switches to a Planetary Project that the excess production one has on hand is used. Instead it appears to be flushed down the drain, gone forever. Near as I can tell, at least. If I am wrong (esp as of 1.0.3), never mind this post.[/quote] Just to confirm, a quick test shows that
You do not get the project bonus with zero manufacturing, but you did with 0.1 manufacturing. Anything nonzero.
[quote who="blackcat35" reply="3" id="3565017"] I've heard that if you make a shipyard it consumes the ship, even if it had multiple constructor components, I haven't tested it to confirm this though. [/quote] This is true.
[quote who="putty101" reply="19" id="3564909"] Although I'd be fine with a cap on engines per ship (space empires still friggin rules) I don't really have a problem with the current system, it seems pretty balanced (unlike sensors) they take up a fair amount of space and they get costly quick so if you do want a ship with tons of moves/turn it's going to take a lot longer to build and be far less effective in combat. It works for me. [/quote] The issu
Not saying I agree with it. Just adds to the micromanaging of making sure ships end their autopilot turns at the end of full movement use. Alternatives would be to have a "Autopilot" endturn before the "Turn" endturn, or else have all autopilot ships use their movement at the beginning of your turn, not at the end. (Which would be awful btw.)
If sensors (and engines) scale based on map size, and sensors generally keep a range about equal to double or triple a ship's maximum move speed, then well-placed sensors will prevent anyone from being to attack from outside the FOW. This would make resource-using sensors and engines even more valuable, which I think would also be good for the game.