Franco fx

Franco fx

Joined Member # 642180
92 Posts 1,044 Replies 886 Reputation

[quote who="tid242" reply="23" id="3681109"] This is why the OP was not spouting 'socialist BS' but rather an accurate description of the world he/she lives in.. [/quote] I appreciate how you feel, but 40 bucks is not much in a world where a fast food meal for 4 will be more than half of that figure. 40 bucks is not so inconsequential that it can be squandered recklessly, but anyone with the wherewithal to own a computer and a wifi connection probably has the a

97 Replies 437,336 Views

[quote who="General Pants" reply="42" id="3681084"] Exactly, Fyunch (click)! However, high-pressure domes will let you set up a crappy little colony until then. [/quote] Another key factor when you consider the prospects of colonizing a planet that requires high pressure domes, is why in the heck are you there in the first place. We could easily colonize Antarctica, but there is no reason to do so. Any planet that requires extreme biospheres will need to have valuable&

63 Replies 269,507 Views

I could tolerate surrender of remaining fleets to a third party, but the real estate belongs to me. The conditions for the third party would be that they are an ally of the defeated faction and also at war with the victorious faction, as UK was in the cited example.

6 Replies 12,558 Views

This is part of the mod immersion as conceived by Gauntlet. Mercenaries are people not ships so he has chosen to use portraits to represent them. You should still be able to see the ships at the bottom of the screen when you select one of the mercenaries. If you can't see the ship there is something wrong.

1,416 Replies 4,486,356 Views

One of the most irritating features in GCIII is the surrender of a faction to someone other than the faction they are at war with. Can you imagine Germany surrendering to Switzerland to end WWII? Is there a way to mod the game to require that surrenders are only possible to the faction that you are at war with? I don't have great modding skills. If it is too complicated I might have to wish the job to someone that does have the skills. :) Does anyone else have a problem with t

6 Replies 12,558 Views

Perhaps you should also consider some changes regarding colonizing hostile environments. For instance, we are quite able to colonize Mars, assuming we have the ability to get there with relative ease. Biospheres should be included in an early tech, (Planetology), making barren planets easily colonizable with restricted output. On the gripping hand, planets like Venus are way down the tech tree. :) For all the talk of terraforming planets like Mars, it will all dep

63 Replies 269,507 Views

Strange to me that Steam allows Elite Founders to review the game but apparently the review does not count in the totals. I am not a reviewing kind of guy. I wrote that review to help SD when the game was first released. If I had known it didn't count I wouldn't have bothered. Kind of pisses me off. [e digicons]X|[/e]

16 Replies 133,926 Views

As long as it is a colony that you are interested in improving, I like being notified vs never being notified. I can understand that there are times when you might have no interest in ever viewing a colony again. In such cases there should be a way to turn off notification as you can with the shipyards.

9 Replies 33,441 Views

I have used the mod for a couple of games now and I like it. It feels right to gradually upgrade your communities. I don't see the need to require additional tech to upgrade. You have to pay credits and resources and imo that is sufficient. The tech tree is plenty full for me and the need to venture down another path in then tech tree does not appeal to me. The regular city comes to you with one tech, and there would be less incentive to use the mod if more research is required to upg

28 Replies 55,565 Views

I'll leave #1 for someone else since I have a hard time explaining the stats. The differences in the tech tree are mostly nuance by my experience. It is likely to be a single straight line branch in the tree vs something dramatic. Synthetic factions have more difference than others. It's not cast in stone but usually I go from Colonial Settlements to Paleontology to Artificial Gravity to Interstellar Travel to Universal Translator to Zeno Commerce. It varies after this but I f

2 Replies 15,809 Views

Much the same for me Ed. I finish very few games. In fact I have only finished one since Crusade. I enjoy designing ships a lot and I would like to do ship sets. My problem is I only like to work with one style and I if I design for 10 different factions, the ships all wind up looking the same. :)

10 Replies 61,593 Views

[quote who="Horemvore" reply="8" id="3680251"] You could adds boosts to Defense/Attack/Jamming/Targeting/Sensors ect. Can not see currnetly a way to add a sequential bonus though, or allow them to build more than 1 ship per turn. [/quote] Well, they could just turn off the rule against it. [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e]

10 Replies 27,101 Views

Galactic Mainframe does not seem to be working right. I built it recently and it only works for the planet it is built on. Surely a one time wonder like this is supposed to have empire wide effect.??? If it is giving empire wide effect, it is not reflected in the stats on the other planets.

2 Replies 5,349 Views

As I suspected, apparently there is no difference in assault and capital other than the fact that a tiny or small ship would not be given a capital designation. Any hull from medium up will behave the same with either the assault or capital designation.

2 Replies 18,803 Views

Can someone explain the difference in the behavior categories? I understand escort and support, but I am not sure of the difference in assault and capital.

2 Replies 18,803 Views

I am trying it out and I like it, for the increase in anomalies if nothing else, but it is much more and it adds a lot to the game. My one complaint is that the pirate defenses are too strong by half. IMHO, the starting surveyor should beat the pirate's lightly defended base at least 95% of the time. It should be an "oh shit" moment to lose to lightly defended. Moderate pirate defense should nearly always fall to the survey ship and no more than 2 one shot missile boats. I don't

61 Replies 218,610 Views

I just watched 160 turns of a soak game on normal with 15 factions. Most of them are building a lot of sb. The leader faction has 39 colonies and about 25 mining starbases. It may be related to being on godlike. They may get so many bonuses they don't need to mine for resources

1 Replies 16,244 Views

I don't think there is a cap. I boosted sensor power to 100 and got about 39 sensor range with max nav sensors on a cargo hull

1 Replies 4,933 Views

For all the talk of the AI being smart about trading, check this out. Oh and he happens to be an ally, (close relations), so diplomacy should not be an issue. Hey it is not such a big deal, I am just weary of being told the AI can fair trade. Maybe they can sometimes, but more often than not it looks something like this. BTW another ally refused to sel

0 Replies 14,314 Views

I agree with many of your points. Specifically, the colonizer trait does work. I am not certain how it works since I am building colony ships and builders simultaneously and I have a hard time keeping up with the numbers. I can vouch for the fact that as long as I am colonizing, I never have to add an admin citizen. The trait says each colony gives yo 5 admin points. If that means 5 administrators, I can't confirm that. Best I can figure is the colonizer admin is canceled when you col

28 Replies 123,333 Views