[quote who="Hamilmac" reply="6" id="3537240"] Okay, so the first question is: Why do the Drengin have so many colonies? At 178 colonies, my approval is down to 24%, so I don't know how they're managing it. [/quote] With that many colonies their population per planet must be less than 2 billion. That would affect their approval wouldn't it?
Franco fx
The save games from previous builds are often unplayable with the new build
Probably it is the 50 turn trait from the pragmatic ideology
Okay I found it. Usually all I have to do is ask and I immediately find the answer
Did they eliminate the tech that gave starbases a 9 hex radius? If it's not gone I would like to know where it is hiding.
The next release is supposed to actually show the ship(s) orbiting the planets and/or the shipyard
I know that the new modules like the Wake Field Generator and the others that appear under that equipment category apply their benefits to the entire fleet. What I am wondering is, do the rapid reload and other augments also apply to the fleet if they are placed on a fleet support ship, or just individual ships? I am assuming it is just individual ships, but I thought I would ask. I think it
Damn good post Bandorf. I would love to have some better ways to deal with constructors and star bases but I am finding that the send to system is making the problem bearable. I hope we get more help but what we have is manageable and is not a deal breaker. I understand that the excellent players that place 4 star bases on each planet need more help but I suspect that that level of player will mod the game to give them what they need. Since I now know that we can put u
Well, it won't bother me because I rarely (if ever) play as the Yor but all the references to food and disease would be distracting for those who do. When I read the thread originally I thought the Yor problem was worse, involving reproduction (which has been fixed I assume). I can see why they would release but they will get some feed back I'll bet.
All I changed was the string. Albireo to Albert for instance in your example. Is that not sufficient? If that should work I assume I accidently messed something up in the many that I changed. The program that I worked with before would not let you save a problem
I haqven't had that issue but there are many issues with the anomaly pirates. So much so that I tink they should eliminate them. It is not much fun anyway watching the surveyors floating around aimlessly shooting and not shooting at the hapless pirates, over and over again.
Yes releasing with a broken faction is bad. Take it out and release as dlc when it is fixed
In a game I have going now, turn 125, I was able to design a constructor with 3 modules and the pragmatic bonus. This constructor completes 6 improvements to starbases. Not sure how you can calculate the tech and improvements that affect the increase in capacity.
[quote who="xeryx" reply="25" id="3536508"] This is just my two cents worth. But the easiest way to make it easier is to just be able to put more modules on a constructor. a maximum of 4 would completely simplify Starbase building. this will eliminate any setbacks with the build. I think the Devs have made it quite clear that they are not going to change because this is the way they want it. it will be up to the modders. BBut I completely agree That star base building is just
[quote who="Spark026" reply="3" id="3536258"] Secondly, the AI isn't really properly combating influence attacks, which leads to some cheesy strategies. Coding the AI to deal with Influence seems easy, but coding it to deal with it efficiently seems a bit harder. [/quote] I see this all the time and I wonder how/why it is an issue in a single player game. I don't use cheesy strategy. I build a modest amount of influence improvements to take care of my side and
I read a couple of posts on this and it didn't sound hard so I opened up the steam app files and went to the GCIII text file and found the XML for star names Backed up the originals and started slashing and burning afer about an hour of that I got tired of doing it so I saved and closed the files I never had any doubt it would work since I have dealt with XML files extensively with another game (Making History)
Well, I have been playing on the big maps and influence seems to be balanced pretty well I have not had any of the problems you describe. The game length you mentioned doesn't sound so bad for a tiny map. Man that map is really tiny, and also, in my experience the custom races I have put together don't seem to hold up as well as game default races. It would seem that 50-60 turns might be a game on that map. Nevertheless, the problem of invading a planet and it flipping
I still want more and better ways to deal with constructor and star bases, but I have to admit that the more I use the send constructor system the better I like it. I have learned that any constructor that I build must be used to build a new starbase/mine. Then I order the constructors needed to upgrade and forget it. It might not get built as quick as I would have built it but with a little patience it gets done without all the previous hassle. It can still be improved and that is wh
The pre-battle set up refers to the composition of your fleet. If you engage in a battle with only battleships with high fire power and lots of hit points, you may get beaten by fleets with less fire power because although they fewer capital ships (battleships), their fleet has a better composition of escorts, interceptors and support ships bringing up the rear carrying offensive and defensive modules that accrue benefits to all the fighting ship
I agree with all ideas to improve the constructor/star base system and we can't say enough about it.
Well, they need to do something to punch it up. In past games I can't count the times I have sent a Freighter and been told I have no licenses, Even when it seemed like I should. I made a custom with the trader trait and all it does is research trade tech and never sends freighters. It could be trading with other AI but I doubt it. We were on good terms and I was trading with them.
Para-phrasing Brad Wardel (Frogboy) "Building constructors is going to be a major part of this game. Otherwise what would we be using the shipyard for other than cranking out military ships and the occasional colony ship." I agree with him but it does not mean I don't want better tools for doing it. The send constructor feature works well but we need more and there are a lot of good ideas on the forum to pull from.
The ships are broken into categories. Interceptor, assault, escort, support and capital ships. Each category behaves in a different way so there is a lot of strategy in how you comprise your fleets. There are mined resources that can give you bonus hit points, accuracy etc. No tactical, you set up the battle and sit back and watch. The combat is much richer in GCIII iof you are okay with no tactical. I am and I like it a lot vs GCII.
Well, I guess it doesn't make sense once you have large hulls but you have cargo hulls from turn one so they might come in handy as a support ship if you start a war early. (shrugs):)
It is a neat idea (pun intended) I am not sure how I would use it but I am sure I would find a way. :)