Kind of a nubie question, what do the plus bonuses do? I know that +2 does not double anything but I am not sure what the math is. I think I have seen it explained but I don't remember what it was. For what I understand your suggestions seem way better than what they are now.
Franco fx
[quote who="Bamdorf" reply="10" id="3544127"] I am very suspicious about soak. Yeah I have tried it several times, why not. But I have this feeling things don't really work the same. Maybe I am just guessing? What I am trying to say is there is more than one reason they advertise that they don't want data where console commands have been used. Yeah, I know, I am stumbling around in the dark again. But hey, a random drunk wil
[quote who="Nathan E" reply="10" id="3544140"] Playing with all the AI on Gifted. Every AI planet I've conquered has been very poorly built up. No focusing on manufacturing at all. They build ships at each planet's shipyard before having built up the planet. Hovering over AI planets to get their stats. Most have very dismal manufacturing and science production. [/quote] This is pretty much the crux of the problem with the AI. All of the complaints about AI
[quote who="kestlstw" reply="4" id="3543938"] The AI is still building shipyards first on just about every colony. [/quote] Why not, they were rushing them for free in a soak game I watched today
I am going to move this to support in case they want to take a look at it.
I just don't get it. If a few people post that something or other is OP, somebody or somebody's at Stardock seem to over-react. Surely by now they know by now that everything is OP to a few people.
Well, we sure can't do it. I checked on the rush price of a shipyard playing with the same faction and it was several thousand BC. If the AI can do it it must be a bug
[quote who="Stalker0" reply="5" id="3544103"] So if you are growing a base with heavy research labs...an extra +1 production may get you a lot more than the research building...at least for short term gains. [/quote] This is for the Antimatter improvement isn't it? So you would get that bonus anywhere you placed it and adjacency wouldn't matter, right?
It was a custom faction and yes they had that trait. You might as well say they are getting a free shipyard since the rush cost them nothing. :)
in these days before release. Somebody had to know that changing the Antimatter Power Plant from +5 to +2 would pretty much kill the value of that improvement.
It is a cheat code that plays the game with all AI.
And the same for the Antimatter power plant. It has been slashed from 5 to +2 and adjacency was all it was good for. Paul was bragging about that one. Goodbye, we hardly knew ye.
That's not unusual for the AI. The problem is they don't have the BC to do that. I was watching a soak game and caught them red handed rushing a ship yard when they had less than 400 BC and there was no reduction in BC when they did it. The game was set to normal difficulty. Apparently you can't save a game that is on soak, but I assume it can be easily duplicated.
I also want to be able to send custom ships, but it looks like we won't get it until later. Meanwhile the system is not broken. In fact it works quite well. It just isn't as efficient as it could be.
Not only that, but you can't use the "send to" from the shipyards
Hmmm, I am getting 5000 since 6.0. Are you playing a faction (race) that gets some kind of money penalty? (I'm not sure if there is such a penalty)
You can copy the game folder and paste it in docs mod folder. Then you can mod the game anyway you wish and the game will use your mod instead of what the normal game does. My first swing at this was to reduce the interval time required between trades. I changed it from 20 turns to 1. LOL, I was actually amazed that it worked, but it did work perfectly. They have changed the interval in the patch but my mod seems t
[quote who="Unknown_Hero" reply="21" id="3543689"] It would be nice if we could trade with them so they can protect our ships instead of destroying them, and all kinds of other contracts, non aggression pact, harass this player for me, destroy this starbase, etc., etc., etc. [/quote] I hope this will be in the pirate expansion that they are promising
I don't see a huge problem. It is essentially a loan of a resource that will be paid back when you mine the resource. If you don't like the ship or resent the debt, sell it to a minor, or a low power major, and the resource comes back.
The thing that bugs me is the constant whining by the AI about borders. We all know the AI pays no attention to borders, yet they harp at you about them, even when there is an open borders treaty. It also pisses me off that they can demand removal of a star base, and I can't make the same demand of them
Too bad about the Flaxivi, I liked that one
If you play with pirates on rare, there are plenty of them for a diversion from them main game. They are not strong or plentiful in the early game. I have never losst a colony ship to pirates. I have lost a few constructors later on, and they do get to be a nuisance. It sounds like the pirates are an infestation on normal levels. I haven't been there so I probably don't get it.
I find it odd that the AI can demand removal and we can't
To be completely honest, they tend to become an infernal nuisance by mid game. I enjoy playing with them early on. I build a couple of Pirate Detachment Fleets and have a lot of fun locating them and blowing up their impressive shipyards. The problem is, that is what I do. I blow them up. The issue is never in doubt once I find them and send in the fleet. They are history. By the time I have done this a few t
Personally, I think it is balanced pretty well now. I consider myself a pretty average player. I have been playing a long time, but not playing all that well. :) I started an insane map game before the patch and by T 200, playing for a culture win, I was in pretty good shape. I was 2nd among 6 AI players that I had met (4 still undiscovered) and I was gaining on No. 1. I felt like I was coming to a point that I co