I miss the days when projects lasted an infinite number of turns and took effect immediately without the need to be "built."
Nilfiry
[quote who="Croc411" reply="14" id="3717355"] Quoting Nilfiry, reply 12 But the question was for a ship, and not a fleet of ships. [e digicons]:rofl:[/e] But that's trivial: The most powerful ship is a huge hull packed with nothing but Nightmare Torpedoes accompanied by 63 sm
[quote who="Croc411" reply="10" id="3717291"] You should actually go Vigilant and Starfaring and build Hyperion Logistics System on a planet that sponsors your main shipyard. You can then build a fleet of 63 small instead of tiny hulls. [/quote] But the question was for a ship, and not a fleet of ships. [e digicons]:rofl:[/e]
Then it looks like your play style might be the cause. Are you taking advantage of the rush build option? If you are spending 8 turns to make a colony ship, you are probably splitting your social construction with military construction. This means your improvements get build out slower, and you end up with fewer techs. It is better to make use of your starting cash to either rush improvements or rush colony ships (this is what the AI usually does) to colonize more planets, or if you k
What difficulty are you playing? AI gets significant bonuses on higher difficulties, such as a movement multiplier for all their ships. What galaxy configuration are you using? Starting position in a new galaxy can often make or break a game, especially for the AI. If you play tight clusters and start out in a tiny star cluster with barely any planets or resources, you will naturally be disadvantaged against an opponent that starts out in a large cluster of stars with
I could have sworn that the effects are mentioned in the flavor text itself, and not on a separate line.
[quote who="mrblondini" reply="8" id="3716767"] Yeah, but what about the - probably massive majority - who don't want their game to crawl to a stop? That's the crowd Stardock are playing to - the Easy/Small crowd who like the cheesy pop fluff. Stardock are damned if they do, damned if they don't. That said, I think they should rightly say "Your computer can handle This Size Galaxy/This Many Opponents" etc. It's useful information. They should also
What was the point of hardcoding a cap anyway? If people want their game to crawl to a stop, let them.
[quote who="liqo_CZ" reply="2" id="3716615"] But if the AI is worried you might win and declares war on you, it shouldn't throw itself few turns later to your feet and beg for mercy [e digicons]:D[/e] That is neither good diplomacy nor good warcraft. [/quote] Well, that is more of a problem with the way power ratings work rather than necessarily being a bug in the reason why they declare war on you.
[quote who="leiavoia" reply="80" id="3716513"] I've been able to build two or three import/export centers. I usually notice this after i capture a planet that already has one, usually a civ capital. [/quote] This is not the case with just Import/Export Centers. In my experience, if you capture any colony with a pre-existing player unique improvement that you can also build, you can actually destroy it (if it is destructible), and it will appear in the
That comment that you are getting when the AI when they declare war on you usually means that you are close to winning, especially through Research or Ascension. Check your Victory status and see how close you are to winning.
When looking at the tech tree, the research value at the bottom left corner of the screen will overlap the "Research" text if the research value is greater than 3 digits. Also, if you have any improvement over Lvl 15, the level number that displays over the improvement will disappear when you click on the improvem
[quote who="Publius of NV" reply="14" id="3715056"] Wow, thanks for the quick changes! Here's another one that might need to be fixed. The Colonial Hospital has a flat +0.2 to growth. Its upgrade, the Xeno Medical Center, has a flat +0.1 and a multiplier of .25. For most planets, the change from a flat +0.2 to +0.1 is a downgrade, even with the additional 25% multiplier. For my own games I have "fixed" this by changing the Colonial Hospital t
Personally, I find that if you are only making small amendments to pre-existing data without creating your own (i.e. adjusting a faction's stats vs creating a new one), then you will save yourself a lot of trouble by just directly modifying the original files. It is so much easier to backup your changes and the original file for when you want to revert or an update overwrites your changes. Of course, I only say that because I have trouble getting mods to work sometimes if I use the mo
Yay, maybe soon I can play with all resources on abundant again without antimatter flooding the map.
Oh, that. yeah..., actually I do have big issues with planetary projects expiring now without any way to disable notifications for an empty queue, especially when you have a bunch of fully built, fully upgraded planets. The only solution for me right now is to set a bunch of them, and then turn the wheel away from production. I do not mind having to manually remove the projects, but having to dup them a million times so I will not be bothered by planets asking for thing
I am not really sure what you mean setting the build items to auto repeat, honestly, especially since research is mainly just upgrades once you lay down the basic labs, and there is an auto-upgrade option that is on by default. Late game buildings are mostly unique buildings that you want to specifically set down yourself anyway. In the case of running out of things to build, though, you either just have to switch back to researching colony improvements, upgrading impro
Auto building is called the governor. If you do not like the AI, then you could just queue up the build list yourself, you know, which is basically the same as a customized auto-build. =/ Just select a tile, choose the building you want to build there, and click build to queue it up. It will build until the build list is empty, and then ask you for instructions. If you are talking about a ship exiting a planet then you can manually move it yourself, instead of us
Nothing wrong with you want to play with vanilla ships, but you are severely handicapping yourself by not taking advantage of the ship building feature, and indeed, it is not just a bonus add-on feature. The ships that you choose to deploy will have a massive impact on the outcome of your game. For example, if you are trying to colonize a planet before your opponents do but you have already used up all of your colonizers, what kind of ships should you deploy? You want to get there ASA
[quote who="Taslios" reply="8" id="3713573"] The game is supposed to use the ships we've designed against us... but I've only ever seen a few of my more basic designs because the AI NEVER chooses the "minimization" path and I almost always do. [/quote] They do sometimes for me (rarely), but even if they did, cost is another factor that will make it almost impossible to effectively copy your ships, at least relevant ones. Fully loaded ships with reduced mass components are us
[quote who="Taslios" reply="6" id="3713560"] Full disclosure, I find Carriers OP for this reason and thus rarely build them. I find the game more fun when the battles are not quite so lopsided. [/quote] You and me both. lol Not to mention they are so cheap that you can easily build more even if some get destroyed. Although, in my experience, the AI does build lots of carriers, but it does not know how to optimize the ca
[quote who="Taslios" reply="2" id="3713548"] Defenses are very very good.. on Assault ships and Escorts. I tend to have one or two "soak" ships with nothing but defense and one single weapon.... Then a unholy ton of capitol ships with nothing but weapons. Generally the capitol ships kill the enemy before my defensive ships run out of defense. as defenses regen fully between battles, I replace far fewer ships with this strat. [/quot
Yes, colonizing planets.
It is not just armor.... You can probably get away with ditching defenses entirely. Battles in this game are all about whose fleet has the most ships and highest fire power. Defenses, no matter how high, will be whittled down in seconds before a giant swarm of high capacity offensive drones. Defenses are only worthwhile early on where the numbers are not yet insane, but once you reach endgame, it is all about how many high capacity carrier modules you can pack on (up to 21) because those litt
Actually, this is true for a lot of techs, especially manufacturing techs and research tech in general. They tried to nerf tech upgrades so much that most upgrades are not worth it at all unless you had nothing else to do on your colonies. Think of upgrades as more of a luxury than a necessity for maximum efficiency.