So I finally got around to playing the Snathi campaign, and it's pretty funny. Balance-wise, their tech tree has three hub buildings (e.g. Slave Pit, Molecular Fabricator) at the cost of star base range extensions. This seems like a fun tradeoff, but having extra hub buildings isn't so great when we're stuck with PQ12 planets in a game with no Ultra-terraformers. I understand Ultra-terraforming was OP, but could you consider buffing Terraforming to make to ma
corgatag
If all the planets are colonized, and you start conquering the galaxy, you will win an influence victory before the last opponent falls.
Yep, after I get the achievement for a given victory type, I usually turn it off until only Domination is left. There is can be no other ending to the story of my empire! That said, I tend to be fairly uncompromising in diplomacy, so I leave Allied victory on: anyone willing to buddy up with me and stay by my side throughout is welcome to become a thrall race in my galaxy.
[quote quoting="post"]Challenge #1: IS Star Control Star Control without the Spathi?[/quote] Well definitely don't call it Star Control 4. Lore-wise, you'd have to create a new universe (eww) or put it in a separate galaxy: - The Mass Effect approach: prior to the events of SC1, an expedition uncovers tech from an ancient civilization (Precursors without using that name) that teleported them to Andromeda. The adventure is to find your way home safely.
[quote who="Zarkov" reply="5" id="3586387"]for those of us that mostly seem to live in the future.[/quote] ...or happen to be at working around noon on a weekday. =p
Assault IIRC
In general, build your race and choose tech specializations to fit as many modules into a ship as possible. Early game, focus on economy and tech. Start researching Carrier tech when you think the AI will declare war in ~50 turns. (You might be able to delay war preparation a bit longer if you're not afraid of losing a few starbases and outer colonies.) Start with a Cargo/Large/Huge hull. Add Engines and Life Support to taste, and as many Hanga
Yeah, I think the Yor buildings will have to have a slightly higher base value to make up for this. That said, I did some math a few weeks ago (see link below), and it turns out the optimal ratio of labs to farms approaches 1:1 (this ratio is more accurate with larger numbers of planet tiles). Since Yor do not have to build farms, it makes sense that they should have labs that are approximately half as productive as their biological peers. <a href="https:/
I think the adjacency bonuses add a bit of fun complexity to the game. I'd like to keep them, but maybe cap them to 20% of the base value of a building. ( Tholians Yor can easily double the effect of a building through adjacency bonuses). A 20% edge for micromanaging players is nice, and the AI can make up for its deficiencies with a handicap.
I haven't verified the repro, but if what you're saying is true, I agree wholeheartedly. It seems like a small-ish change, and it never hurts to feed the AI more accurate threat assessments.
I would like the AI to respect your Area of Influence more (unless it's already planning on going to war with you). If it sees an uncolonized Class 8 planet or unmined Duritanium in my area, it should not attempt to take it unless it wants to fight me for it (i.e. dislikes me and/or does not fear my military). This won't help all the players womping Genius AIs by turn 100, but it should make the game less infuriating for more average players.
I think the roadmap is something you have to piece together by watching the Dev streams. I don't remember seeing anything in writing, or all in one place.
Sign underflow FTW! Note to self: Start a new game to exploit this before they fix it.
I recommend uploading a save game (e.g. to dropbox). A deterministic repro can be very helpful.
1. Fix scrollbars: If your planetary building queue is >20 buildings long, then you click and drag the slider to the bottom, the last building in the list still isn't visible. If you single-click the down arrow of the scrollbar, it can still take you lower. 2. Building queue reordering QoL: Show more rows. Add a "Move to top" button. 3. Allow just-in-time demolishing: If I have a factory on a plot, and I want to turn that into a farm as the 5th item on my qu
[quote who="MottiKhan" reply="1" id="3578515"]I do find it odd that a 64 bit game can't handle a number above 1 million, but I digress.[/quote] In C++, an int is still 32-bit on 64-bit arhitectures. It's just pointers and sizes that get upgraded. I still hope your crash gets fixed, of course. Maybe a direct link to the save game you cited earlier will garner more attention from the devs. Clickable links are hard to resist :)
I'm sure you have great ideas, but if you can't convey them in an organized and succinct manner, it will be difficult for anyone to understand them. Maybe try one post per idea: a one sentence summary, then 1-2 paragraphs of explanation and/or examples. Also, before you hit the "Post" button, read what you just wrote and fix up any errors or awkward sentences.
[quote who="Ryat" reply="28" id="3574084"] No, its a known bug. Basically several of the medium hulls for the stock ships are tag with 'Large' hulls on them so the game doesn't release them until you research large hulls. It may also be handicapping the AI as they may not push to get large hulls like a human might and that leaves them with small and tiny while humans run around with medium to large. [/quote] I find that you get more immediate reponses if yo
I would chime in with my own frown, but I always miss these anyway because you do them during work hours!
I should also mention that manufacturing specialization goes to waste if all your ships take less than one turn to build. You could take this as incentive to dual-specialize, but I prefer to work around it. The easiest solution is to research and design bigger ships with smaller modules. (Huge constructors with 20 points and 80 moves!!) I also saw an idea from another player (marigoldan?), but found it to be too micro-intensive: Create multiple shipy
I start my homeworld as manufacturing + research, but then specialize it to pure manufacturing once my first research colonies are ready to research. Specialization is mathematically the best strategy (unless you're stuck on Sometimes I make influence worlds, but a bunch of cultural starbases is usually enough. My planet tiles are too precious to waste on culture, and culture flipping isn't as fun as Malevolent invasions.
In ImprovementDefs.xml line 2555, there is a space after XenoIrrigantion's internal name. I believe this is preventing players from building the next stage (BiomassResequencer) and allowing players to build an additional copy of the previous stage (FoodDistribution) Xe
[quote who="Vidszhite" reply="2" id="3548838"] Speaking of overflow, it's gotten to the point that I just can't spend all my production even on my most expensive ships, so it gets wasted anyway. I think at one point, my homeworld's shipyard had an overflow of over 15,000 production. That's with production sliders lowered quite a bit, too. My Manufacturing capital had its production set to 20%! Still loads of overflow. [/quote] Yes, we need a Do
Anecdotally, I've been neighbors of the Drengin with opposing ideology and a pitiful military, but they were at war with the Alterians and didn't bother with me. Meanwhile, the Krynn and decided to declare war on me from across the map (they were not at war with anyone else). So yes, I think that tactic might work.
[quote who="JorgenCAB" reply="18" id="3560996"] Yes... this is a simple way to handle it. Unfortunately most people would not fully understand it... [/quote] The good news is that they don't have to, they just need to understand "more sensors => further sight". I bet over half the playerbase doesn't understand how exactly Duritanium refineries impact your manufacturing, but they know it helps, and they're having fun anyway.