bertranhalfwaite

bertranhalfwaite

Joined Member # 6618453
2 Posts 42 Replies 1,625 Reputation

I always play missiles so I don't know but is it the same for all the follow on weapons techs? When I first saw that I figured it was just because there wasn't a final miniaturization or power tech you got that standard final one cheaper instead. Having said that I'd love if all the 'final techs' had tiny tiny, but fairly expensive add on techs so the tree was effectively endless but very expensive to go beyond the end. That would be amazing when you max out the te

5 Replies 4,235 Views

I'll second this for the dozenth time or whatever since I kept banging on about this when the starbase upgrade came out and there was no joy! Hopefully now a few of you guys are clamouring for it too we'll see that 'no constructors' flag finally implemented so we can reduce that tedious late game micro of going through manually listing shipyards for every starbase when we add a few new ones, only one of which we don't want to make constructors from...

8 Replies 8,803 Views

Are you setting your global production slider too aggressively? Coercion has quite a big unhappiness penalty now. Having said that I generally only find morale to be an issue very early game, once every planet has a happiness starbase, and every planet 1-2 happiness buildings you can support huge populations without any issues arising with happiness even with a 10-15% penalty for some coercion while you rush towards a tech victory or whatever.

3 Replies 22,678 Views

It looks like there used to be some cheats out in circulation that worked in MP... hopefully Stardock closed the gate on these by now... if they needed to there seems to be some debate whether these memory injection cheats worked in MP or not in the first place. Pretty funny discussion with lots of random ranting though in the Steam thread if any of you are bored lol. https://steamcommunity.com/app/22686

3 Replies 15,529 Views

My only beef with the AI 'cheating' is when it impacts the actual gameplay. For many people the 'colony rush' phase is a lot of fun. Having the AI not really do it at all on the hardest two difficulty takes that out of the game - you need some luck - they are production boosted to hell and outrushing you. I don't often end up totally behind, though so I guess it might be the only way for the AI to stand a chance - if it can barely win the colony rush with a great start pos

15 Replies 50,642 Views

The power graph is definitely broken. The Yor were terrifyingly ahead on the graph, declared war on the apparently inferior (but technologically ahead so less is more and all that ;) ) Torians, and were swiftly left crippled. Of course the Torians, then the Terrans pounded on the Yor for a bit but... didn't actually grab any planets. Meanwhile I nabbed 4 despite having nowhere near the ability to have taken anything from the Yor without the AI's hamfisted attempt to wage a war

6 Replies 31,673 Views

I think the static stuff has more to do with the AI having no idea how to actually finish someone else off. I tried with surrendering on as that seemed to cause empires to shift a bit with random surrendering to other AI but then mid-game when you're strong they all just start surrendering to you so it was too easy to win so I turned that back off. Way too often the AI all but wipes someone out but doesn't seem to make inroads into their empire. I had one recent game where the

4 Replies 13,802 Views

I'd love to see the minors just have more impact on the game. Weird random things like 'Race of the Ancients' minor race/fallen empire/starts with 3 planets or something and all the game techs. Won't trade much - wants like 10x for everything - destroys everything that tries to fly through or near their space - but doesn't look to expand anymore/has retreated into isolationism.

6 Replies 13,203 Views

[quote who="androshalforc" reply="3" id="3635954"] Quoting trims2u, reply 2 AFAIK, the option isn't to set the same set of shipyard(s) for all starbases. Rather, the intent is a toggle to determine whether all starbases use the automated assignment system, or have the user set them on each. <p

4 Replies 5,222 Views

Or an 'exchange world maps' trade. Then you get to meet everyone on the map or something. I'm assuming the reduction to 1 per race was just because of performance.

1 Replies 3,729 Views

Yeah the easiest way to fix this would be imo just allowing certain default shipyards to be used for starbases and be able to set that - like we set the default constructor now. It's uncommon to have all your shipyards be able to make all your mega ships so it makes sense to toss puny ones on mostly wealth or research worlds to spew out constructors with what would be otherwise wasted production (since we can't coerce it out to 100% research now ;) ) and keep our production worlds per

11 Replies 8,111 Views

I think if they fixed the mega events too that would be a big win. Things like 'the dread lords have returned' should be terrifying. As it is they start out with one really puny planet, and if it's late game are immediately vanquished by whomever is nearest. That and add more crazy stuff that can happen... all of it terrifying! Even the mop up phase would suddenly become exciting if the Dread Lords came and immediately spawned on 10 dead worlds with huge battle fleets ready to go.

3 Replies 6,099 Views

Macsen has a great lets play on Youtube for v1.6. All negative race traits, godlike difficulty for the win. The AI isn't as bad as it was and gets decent ships much sooner these days but he shows you how to colonize quickly, how to build ships that exploit the battle system, win wars etc. You only have to adapt what he's doing a little to win on Incredible difficulty... I'm not man enough for Godlike, the early game I just get too far behind!

6 Replies 10,447 Views

[quote who="trims2u" reply="11" id="3634626"] Yes, tactical speed and weapons range actually make a BIG difference [/quote] What's your typical set up? Interceptors with high tactical speed/set to assualt, escorts with medium speed and lots of defence/little attack, capital with your longest range weapons, less defence, more attack, and slower speed? I haven't played about with speed much, just the ship roles, and it does seem that if you have a mega bunch of

12 Replies 11,674 Views

I've wondered that myself as their 'research' and 'manufacturing' graphs often swing about wildly (presumably to meet some objective and due to changing their national wheel). Attempts to replicate such temporary massive research or whatever for a few turns doesn't seem to work for the human player due to the coercion. (If you look when you do it vs when an AI ramps up research for 10 turns or something - their other production doesn't seem to fall as much as yours

5 Replies 14,503 Views

[quote who="adamb1011" reply="24" id="3632250"] 1.7 is definitely an awesome patch. one question - its great that you can now choose which planet sponsors a starbase. but I can't see a way to do this globally - that is for every starbase. For example, I want to dedicate one of my shipyards to building constructors and nothing else, and default all my new starbases to sourcing their constructors from that shipyard. Is there another way to do this tha

49 Replies 260,720 Views

Yeah this does seem to solve a problem in the game, and actually make secondary shipyards useful - and your old ships. Half the time I end up keeping billions of old ships just to avoid losing the 'power graph' benefits of having them... they aren't actually useful for anything so upgrading/destroying would make more sense.

8 Replies 19,561 Views

Yeah this is the biggest thing they missed on 1.7 - 'default shipyards' should be an option to set once for starbases. We pretty much all are going to be using our main shipyards to build big ships and don't want them spamming out constructors in the build up to war. I just played as the lovely Lord Vega and with all the extra starbases they can build around planets you have to remove the shipyards you don't want over and over and over as you build them Oh and heaven forbid yo

11 Replies 18,390 Views

It's a waste yeah. I tend to have manufacturing planets in two categories 'makes big ships' and 'makes small ships'. The small ship ones I keep just enough factories to be able to make a constructor/trade ship etc (which when you have pop high enough is 0 factories lol) and really focus them on something else - usually wealth and research mixed in an appropriate ratio based on my global wheel setting and priorities (usually more research early game and getting more cash fo

8 Replies 15,459 Views

Yeah if anything it makes sense for the components like engines particularly to get smaller on lower mass hulls due to tech making them lighter... for the same reason it makes sense for bigger hulls to need bigger engines in the first place. The opposite being true in the game definitely seems like a bug.

3 Replies 17,160 Views

[quote who="woodyweaver" reply="14" id="3632997"] Rather than a bulk 10% across the board, repeating narrowly focused techs are more fun. For example, after I've got all the beam additions, let me spend some large amount, that goes up exponentially, to gain a linear improvement to beam weapon mass or beam weapon damage. Makes things much more customizable. [/quote] Hmm yeah I really quite strongly agree with this. It would be awesome to keep adding 3% to lase

16 Replies 77,125 Views