So, I build a Star Base between 2 resources near a dead planet system. The SB picks up the resources as expected but it also starts mining a resource called thulium from the class 1 dead planet, and the planet has the race icon as if it is a colonized planet. Thulium does not show up in the resource list but the squiggly line goes between the SB and the planet. I suspect this is a little bit of code left behind by the devs experimenting with mining dead planets
Franco fx
At some point they could add on-planet shipyards to build tiny and small ships only. I like the orbital shipyards for the realism. No way do you build capital ships on-planet and no reasonable orbital shipyard design would allow much weaponizing or defense. A defending fleet is the only apparent answer.
In a gigantic game I am playing, the survey module is not working on lost surveyors. They are just explorers
[quote who="XeronX" reply="74" id="3517016"] Well considering they said in the last live cast you could get a star base to 100 attack and defense across the board with all the add-ons I am leaning towards not very strong. 100 across the board sounds decent until you realize that also during that live cast the two titan fleet had scores well over 200. So honestly, sadly, I don't see star bases being all that potent. That 100 probably won't be all that impressive by the
I like the Distant Worlds resource system, and I wish GCIII would add some of that flavor. When we become spacefarers there will be very few planets that won't provide resources to be mined and it would be great to include mining for specific planet and asteroid resources. Distant Worlds does not have the personality of GCIII but little things like having to wait for a freighter carrying the silicon to complete that destroyer adds a lot of character to the game.
My impression was that in the last dev stream Paul was referring to the power of the star base after the game has been properly balanced. I believe they have been clear that weapon and defensive power is not properly balanced at this point. What I heard was that the star base, fully defended would be formidable but not so formidable it could hold off a decent fleet without ships being part of the defense
Okay, I understand now. I like that idea. I suppose it will take some modding at this juncture, but it doesn't seem so difficult that it couldn't be possible in the basic start up. Maybe an option to start with no ships would be the way to make it possible, with a lot of start up cash to quick build the first ships.
I must be missing the point some way. I designed my own cheaper versions of the colony and constructors at the start of the game and they are always there when I start a new game. As soon as the tech is available, I can design whatever I want. You would have to do this for each race but you are not tied to the stock designs. Maybe I am wrong but I thought all the ship parts are available regardless if what faction you play. I do miss not having color control, but it will be added I
Okay, I get what you are saying. It is not dependent on a rally point if a ZOC exists. Still, if for any reason it seemed a good idea to do so, you could establish a way out rally point where you have no ZOC. The only thing that would work when it got there is a constructor (which would establish a ZOC). I suppose the question is, why would anyone want to do that? :)
I noticed in a recent game that you can place a rally point anywhere you have ever explored. After the rally point is set, you can send any ship there regardless of range. A short range ship will move right past it's range limit to the rally point. The implication is that once you establish a colony or star base you can send any range ship there if you place a rally point. You could design a high speed war ship with no life support and send it where ever your long range ships have gone. Y
Wow, I wish I could do that Gilmoy, but I am wired different. I play intuitively, with the same goals in mind, but I have no doubt you get better results and a quicker victory. By turn 100 I usually have a few planets that can turn out the weenies in 1-2 turns, if I were still building them and 4 turns is common for cargo ships. For those new to the game, the beta (place holder) AI is not hard to beat at any level if you build population, factories, and keep income dia
I don't like the current tech system. I always go directly to the tree to make my choices. I understand they are going to change the tech set-up and I look forward to that, but for god's sake don't give me 40-50 turn techs. I hate slow tech. With research expansion as the game goes along the techs should average about 10-15 turns each. A queue will be great. That is really all I need There will be an option to slow down or speed up techs and I wan
I like the ideas of the OP. The whole deal of having 40-50 constructors swarming the galaxy is just silly. I hope they do something to simplify it. If not, I suspect you could use the governors to help control it. It is not a deal breaker. I can adapt if necessary.
[quote quoting="post"] No idea what caused the crash to DT. I reloaded and tried to avert by changing my moves but it still crashes when I click the turn button. I can send the crash dump and game file if you need it but I am not worried about the game. I am just posting this to be helpful in case this is a unique problem and not a well known bug you are working on already [/quote] Thanks for the information I will use it if they can resolve the log in issue at the support s
I tried to follow normal procedure to report a crash but I can not log in at the site. I can log in here and I can log in at stardock but your support site tells me my email or pw is wrong. When I opted for a reset, I got no email. It is not worth the hassel when I am just trying to be helpful with the beta. You guys will get it right without my feedback if log in is going to be a big issue.
No idea what caused the crash to DT. I reloaded and tried to avert by changing my moves but it still crashes when I click the turn button. I can send the crash dump and game file if you need it but I am not worried about the game. I am just posting this to be helpful in case this is a unique problem and not a well known bug you are working on already
I haven't played GCII for some time. My recollection is that they were never an offensive weapon or protective shield for planets. Military SB had certain improvements that imparted various combat advantages to ships in their range and you could pack on various modules that would protect and defend any SB up to a point. They were never that hard to kill, but you could not take out a well developed SB with a first edition fighter or defender. A fleet vs a SB would always win but no
LOL point taken.
Until they take down that beta disclaimer you must click to go play space emperor, I am not going to worry about balancing in the game. When Beta is over and the game is declared pretty much ready, I will complain if the sb aren't beefed up a little bit.
Obviously combat is screwed up with the starbases. A fully outfitted SB should survive any single fighter attack and should put some hit points on most attackers. Just like no planet survives invasion , it's one of those things that is not done yet.
Are the Altarians also declaring war as a team member? Are they also declaring on the Krynn? I would guess that their aggressiveness is based on their power position vs yours. Being in a team with the Altarians must have something to do with it.
[quote who="leebo69" reply="17" id="3513203"] +1 to kestlstw . If we can not mine the asteroids, then we should remove them from the game. But the bigger question is why not have the ability to mine the asteroids like in GalCiv 1 and 2? It was a popular and useful tool. [/quote] The way I see it, you do mine the astero
[quote who="kestlstw" reply="15" id="3513153"] I tend to play Iridium and build both the free market and iridium store on all planets so I have a lot of influence already and so far I haven't seen much change with cultural starbases. I don't know if its that the AIs are building more influence buildings or the bonus isn't noticeable with the the other bonuses I already have. Back to asteroid mining, I'm of the opinion that having asteroids only to house d
[quote who="Folgra1" reply="11" id="3513056"] Are you sure the influence modules don't work? I have been running constructors out and creating star bases next to other race boundaries, adding more constructors to build the various influence modules and watched my borders expand, such that the other race's planets start flipping to me. [/quote] Yeah, I think they work
Yeah, I think the shipyards should flip with the planet, or auto-destruct.