[quote who="ForesterSOF" reply="1" id="3579677"] dif stars can give dif bonuses to starbases by them. asteroids and comets. [/quote] Really? I did not know that
Franco fx
[quote who="Empress_Fujiko" reply="8" id="3579690"] I don't expect a guard ship to move, just to pop up in the "idle ship" list if an enemy comes close. So I can decide what to do. [/quote] That is exactly what sentry does
I had to do the same with the federation faction. Didn't have the Xitaks. If you are using Deathwynd's GD mod you will need to be sure that you don't have an excessive number of the old traits selected. 1.1 didn't seem to care but 1.2 doesn't like it if you select more than 5. I didn't have any problem starting a new game but I was unable to load a game using a modded faction until I fixed that. 1.2 broke a lot of mods (including a couple of personal mo
Ship designs - I enjoy designing ships as much as I enjoy playing the game, but that doesn't mean you are missing anything if the stock designs are working for you. Forgetting about the idea of building a neat looking ship, I find that I need to build ships that are cheaper, have better range, or different fire power than what the game designs allow. For instance, the starting colonizer has good range and okay speed but it takes a lot of turns to build early in the game. I can design a sh
If you consider the resource as a material to build things it is not unreasonable to retain the ships. It takes Titanium to build many of our weapons today but once they are built it only requires Titanium to build more. I realize that the way that the game accounts for the resources is seems that they are more fuel than material but notwithstanding what would make the game better, it is not hard to consider them as material. Durantium in particular seems more like a material. Antimat
I am an incurable early adopter so I took the plunge today. So far so good. GCIII works okay as much as I have tested it. I had to delete SD Start 8 and SD Fences. I expected that Start 8 would be a problem since it was made for MS8-8.5, but it surprised me a little that fences didn't work.
Okay I finally get it. You can scroll if you close the drop down window. Hopefully they will add a proper scroll bar in the future.
Most players specialize planets but you usually need a few factories on Research and Financial planets to build the improvements faster. On a manufacturing planet it is normal to see at least 6-7 factories arranged in an adjacency ring.
I am getting an error msg on the federation tech tree when the game starts. It has something to do with your combining the kenetic and beam trees I believe. I haven't tested it but I believe the message is basically saying that some of your fed tech can not be researched.
In addition to improving the whole invasion experience, I would like to see more invasion techs, including ground support ships, as a new ship class that would be required for a successful invasion fleet. I would also like to see other things like battle mechs, armored jump suits and a variety of other items that would enhance invasions added to the Military tech tree. The whole deal of sending 1 or more trans
How does the distribution work. How many tiles can you terraform with just durantium, etc, etc. I have been using a mod that adds an improvement to an advanced terraforming tech. I forget the name of the mod/improvement, The Prometheus Project or some-such. The improvement lets you terraform any tile on the planet. I have found that it is costly and tedious to terraform a lot of tiles on a lot of planets. In my case a lot is no more than 20. I can't imagine how tedious it would be
Aren't you afraid they would be so humiliated they would all quit their jobs and go to work in convenience stores and fast food joints. :)
Yes it would be easier and that is of course possible now. I have done this at times. Leasing the shipyard would allow them to build ship of their own choice and it might be an interesting dynamic. It might not work out at all considering how the AI behaves. It might take more balancing than it is worth.
To assist your suspension of disbelief... Not all pirates are humans but all known pirates so far are humans with the occasional alien recruit. Piracy is apparently a natural occurrence among humans, not so much with aliens. The emblem is a skull not a skull and crossbones. The skull has been used by humans forever as a threatening icon. Hitler's SS is an example. You have to work at it. :)
The discussion of licensing techs made me think of the possibility of leasing your inactive shipyards to allies or weaker factions that you would like to prop up. One of the things that interests me is improving interaction between the various factions beyond the vanilla treaties and alliances that are rather boring to me. The purpose of alliances at present are nothing more than another way to win the game. Your a
Not a bad idea. What traits would you want to include in the special traits category?
What you are proposing is extremely important to creating new factions that have a historic relationship with each other. Something beyond "it's good to see you walking upright". It would also be nice to be able to trigger events along a time line. Border incidents, multiple dow, etc. This is what modding is all about imo, making custom faction behave differently than the standard factions.
Maybe realism is unimportant to some when it makes the game arguably better but licensing tech? Please, it is one thing to license a resource that you control, If the license expires you can withhold the resource. Tech is science, an idea, not a product. It must be understood and applied by your people. If you can use a tech, you must understand the tech and no one can stop you from using it as long as you have the resources to build it. I suppose if you felt compelled to add this, th
There is no sound in space. :)
[quote who="Hereward_Hills" reply="72" id="3577813"] Morning Franco, are you sharing a random piece of information with me or did you get the wrong post. [/quote] LOL, I have no idea. Must be the wrong post. I was pretty sleepy at the time.
I had a rash of problems with Steam Workshop last week. Could not upload ship designs, disappearing factions, etc. I was going nuts trying to figure it out, including submitting a ticket to support. Suddenly, it all seems to be working again. Go figure... In looking at old posts on Steam, it seems that the workshop has a tendency to go sideways occasionally and all you can do is wait it out. Totally different thing and doesn't sound like your problem, but I downloaded some
Bad factions can screw the pooch. I down loaded a group of Dune factions from Steam. There were 4 of them and apparently the author had forgotten to assign ship types to 3 of the factions. So, the game crashes when you try to use them. You can't edit them unless you copy them and delete the original.
Actually encouraging to see that at least half of the respondents are playing the base game. I have to admit that I use a lot of mods for 2 reasons. First is the aggravation factor if the devs change the game in a way that irritates me, :) I will mod it to my satisfaction. I modded the game back to where I can talk to the AI as often as I wish, and I modded back my beloved early game sensor boats. :) Second, I have a low boredom threshold. The diversity mods by Deathwy
I am sure that the overall majority of casual players who do not hang out here are happy to download factions and ship designs without the bells and whistles that have come to dominate this forum. The impression I get is that the vanilla game is unsatisfactory in most ways and when the various mods are used, the game has little resemblance to the game as released. I hope that future changes to the game reduces the need to mod the game in the ways that we see today. And
If you take the above definition too literally it sounds more socialist than capitalist, and I think it accurately defines the Chinese government today. In the USA the government doses the economy, more or less depending on who is in power, but Wall Street and other stock exchanges represent a free market. Supply and demand is often manipulated but in the end it is a more or less a controlled/limited free market.