DeimosEvotec

DeimosEvotec

Joined Last seen Member # 6402032
4 Posts 83 Replies 170 Reputation

[quote who="Nilfiry" reply="9" id="3601190"] I see your point there. I really do not like the mechanics of one production per turn no matter how much resources you have. I think overflow should go into producing the next. For example if you put 5K into building a 2.5K ship, you should have the option of getting two, especially since the lack of the wheel makes it harder to avoid waste. [/quote] Production already overflows to the next project, but th

33 Replies 82,384 Views

[quote who="Nilfiry" reply="5" id="3601176"] Technically, you can already batch produce ships by having more than one shipyard. It balances out somewhat because since smaller ships costs less, you can have one shipyard per planet producing smaller hulls every turn. Larger hulls like the one in my experiments require two to three specialized manufacturing planets to produce in one turn. If you split that up, you could have two or three times more smaller ships in the

33 Replies 82,384 Views

That are some nice tests but I could have told you just as much without doing a single test, just from understanding the how the combat mechanics work. And the most important part of these mechanics would be that one weapon type of a ship can only attack one ship at a time. So three specialised ships, one beam, one missles and one kinetic with 100k attack each are equaly effective as a single balanced ship with 100k attack of each type against a large force of small ships.

33 Replies 82,384 Views

[quote who="bc_1" reply="97" id="3600137"] - add production / science / whatever overflow carry over to next production / science / whatever, to eliminate possible high yield micromanagement such as tailoring ship designs to multiples of high production city capacity etc... [/quote] That's already in, the ui just doesn't show it well.

135 Replies 748,401 Views

Started a new game with the new patch, at one point I traded some thulium for a tech. The thulium was more worth than the tech so I checked how many credits the AI would give me on top. It was 126BC extra so I opted for 2 credits per turn for 50 turns and 26 credits directly, unexpectedly the AI said it's a generous offer, which indicated that it would give me more than that so I increased the credits per turn. The AI completely ignored the credits per turn and I was able to set them to 1

7 Replies 9,230 Views

I noticed that the Drengin Work Camp and it's upgrades provide +1 Morale but the last upgrade doesn't provide morale. Is that intended like that or is it missing from the last upgrade? PS this was in 1.4 optin

0 Replies 3,387 Views

Here is a nice analysis: http://stardestroyer.net/tlc/Power/index.html And that single twin turbolaser you're talking about is a Munificent-class turbolaser which one of the largest with 82 meters in lenght. http://starwars.wikia.com/wiki/Munificent-class_star_frigate But I would say that the melting an ice moon part is a bit overblown.

40 Replies 78,272 Views

[quote who="Maiden666" reply="21" id="3567523"] As for B-weapons, these are highly specialized organisms to work under a very specific situation. Bacterias that are able to thrive within us, inside of a closed wet etc organic body will ususally die when brought to a different habitat like a clean, dry, cool metallic surface in exposure to aggresive agents like oxygen and certain EM waves. And a bacteria that would metabolise metal wouldn't be able to metabolise anything inside of an

37 Replies 355,770 Views

[quote who="tatsujb" reply="26" id="3565516"] i think you're only referring to TVg. every other mod you mentioned is there plus many more. and in their latest version. but that doesn't stop you from adding manually and playing with whatever mods you want on top of that. (TVg is broken when on FAF, though... it allows you to do the commander jump with no cooldown and thus it's the most OP thing ever (but also hilarious and great fun!!)) [/quote] BRNK recently p

29 Replies 219,662 Views