Go4Celerity

Go4Celerity

Joined Last seen Member # 6416596
7 Posts 497 Replies 812 Reputation

Star systems exist within nebulae. I can't see any reason why they couldn't within the game, nor why starbases can't be built in them. My beef with nebulae is that they mask vision out of themselves rather than vision into them. They would be much more interesting if they, and asteroids, concealed ships, objects, and stations from view unless occupying an adjacent hex. Nebulae would be much more interesting if different types (colors) had different effec

49 Replies 295,563 Views

I suggest that a better way to buff the Prometheon pleasure park would be to make it a tourism improvement with a set + to tourism, possibly nerfing its approval bonus in the process. As far as reducing the benifits offered by the resource improvements, +6 with +2/level might be a sweeter spot than what's suggested in th OP.

11 Replies 13,909 Views

Add modifiers "Beam Evasion", "Missile Evasion", "Kinetic Evasion". Add Best x and best x per y Qualifier to ship blueprints that will cause components to be selected on alternate basises. Add a trigger that can add components to a ship or upgrade (with or without prerequisite tech) a ship's component(s) while ignoring mass cap.

38 Replies 223,445 Views

I disagree with the op. I expect that the base game will have significant improvements in concert with the release of Crusades that will not require it's purchase to access. I expect that there will be 1, or even 2 updates before then that effect gameplay apart from stability/ interface improvements. I am looking forward to Crusades, 1.85, and, especially, 2.0 (whenever that may be).

57 Replies 322,447 Views

[quote quoting="post"] i was not worried since i had already researched large hulls and drone carriers. ...Now everything seems to be happening pretty fast, only just started building up economic starbases, [/quote] Here's the biggest problem. Way too late to start rolling the economic starbase snowball down the path to victory. This should be the first thing you concentrate on after the colony rush.

91 Replies 255,342 Views

I have suspicions. I suspect that the AI's development has been hampered by the tools it has been given to appraise the strategic situation and that it will continue to be hampered in the future unless those tools are improved. Good decisions require good information. If I'm not mistaken, the AI's decisions are greatly influenced by power rankings. I suspect that the equations for determining player's power rankings were thrown togethe

6 Replies 31,685 Views

[quote who="androshalforc" reply="1" id="3636551"] i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them hiring them to harass neighbors paying them off not to harass you black market trading [/quote] Pirates need to raid trade lane as the primary focus of their beha

10 Replies 42,428 Views

Without looking for it in the .xml I'd say that the default scout blueprint has something like: LifeSupport LifeSupport True While the blueprint for the scout you build in your shipyard reads (here I looked): ScoutBlueprint</Interna

2 Replies 7,107 Views

I just did a test. Upgrade cost seems to be based upon the components added with a small kickback for scrapped components. That's proper and much better than how it worked 9 months ago when upgrade costs were way too high. The bc cost seems to be related to the components' manufacturing costs. I don't see how there's an easy fix to this exploit other than the obvious "just don't use it". Change the upgrade cost equation and you unb

8 Replies 9,370 Views

[quote who="Horemvore" reply="5" id="3635487"] .....Raspberry Jam goes well with toast. [/quote] https://youtu.be/WmwcaP2wwEg I should be banned for posting that.

8 Replies 18,587 Views

[quote who="naselus" reply="11" id="3634632"] Quoting Go4Celerity, reply 4 It may work too well. My starting survey ship with 68 hit points was shot down by a pair of pirate interceptors. I may have buffed the evasion too much. Not going to jump to any hasty conclusions though. <br

30 Replies 105,915 Views

[quote who="Maiden666" reply="1" id="3634585"] I tell you a secret... these ominous AIs you wanna talk to... they don't really have a true consciousness, like you & me etc so it's not really important or significant or makes a lot of sense to begin with to tell it things it can't understand anyway... although, maybe, yes perhaps for roleplaying purposes ok but you could instead, just try to replace actual reality with your fantas

7 Replies 26,281 Views

[quote who="mortili" reply="6" id="3634571" I mean they are there to limit what you can do, and there is most likely a reason for that^^ [/quote] I don't agree with the inference here. It sounds very un-Stardockish. More plausible is that they were written to support the content Stardock put into the game and no more because there was no reason to write the Schema to support more.

30 Replies 105,915 Views

[quote who="Horemvore" reply="1" id="3634390"]Seems you have taken it a bit further with the hull editing, how well does it work? I'll do a few test games after my current game, justa bit curious as to how well or bad the AI is with it? [/quote] It may work too well. My starting survey ship with 68 hit points was shot down by a pair of pirate interceptors. I may have buffed the evasion too much. Not going to jump to any hasty conclusions though. <p

30 Replies 105,915 Views

[quote who="Horemvore" reply="1" id="3633498"] Its all handled "Behind the Sceens" as far as I can tell. Not noticed any increase in Tourism profits when adding trade routes. But then the Tourism calculation is not very helpful in game, like it tells you nothing other than X creds form tourism. Disapointing tbh. It should have a run down of what effects it tbh. [/quote] As far as I know tourism income is a flat bonus of 3.7 bc per planet before modifiers. Not as inte

4 Replies 8,816 Views