Moser_Alchemist

Moser_Alchemist

Joined Last seen Member # 802082
6 Posts 147 Replies 518 Reputation

[quote who="Jigarothu" reply="36" id="3743812"] It's literally in every game, go change your race to synthetic............................. I am playing with the grm mod and i have modded the ship parts and mission rewards as well as the globaldefs file to add more points Whether it's a custom race or stock, it's not their.... [/quote] I assume you are talking about the synthetic's inability to colonize extreme worlds because of Extreme Colonizati

71 Replies 311,692 Views

[quote who="Jigarothu" reply="15" id="3743602"] So you can do extreme planets? [/quote] I stand corrected. I checked my tech tree closer and you are right. Extreme Colonization is NOT there. The two techs normally immediately before and after EC are directly connected. In my first game with 3.6, I happened to have zero Extreme Planets in range. I captured a couple from an AI that colonized too close to me. It should be an eas

71 Replies 311,692 Views

[quote who="Jigarothu" reply="9" id="3743518"] what about a fix for regular extreme planets for superior lifeforms aka synthetic, it works for everyone else though, or maybe it's just me? it's still there for carbon and aquatic and now silicon, but still not the machines.... [e digicons]:([/e] [/quote] My machine empire can colonize and terraform. You might need to validate your files.

71 Replies 311,692 Views

[quote who="Publius of NV" reply="73" id="3742505"] Do you happen to know if the devs intend to fix the synthetic and silicon tech trees? [/quote] No idea! I think the current tech tree for colonization and terraforming might need major reworking to accommodate non-carbon races. It took me quite awhile to find a workable. but lousy, fix to allow my synthetic race to get advanced colonization and terraforming techs. <div class=

79 Replies 462,768 Views

This mod works fine with Retribution as long as you play carbon-based civs. The synthetic and silicon civs currently have broken tech trees for colonization and terraforming. Personally, I gave up waiting for Stardock to get their act together and modded the master tech file by removing the preclusions for Xeno Adaption and Xeno Biology so I could play my custom synthetic race.

79 Replies 462,768 Views

Sigh, the synthetics get only O.1 population for 1 Durantium again. These wild swings instead of incremental adjustments makes it difficult to assess balance issues. My observation is that 0.1 pop for 1D puts synthetic races at too much of a disadvantage. On the flip side, +1 pop for 1D and 1P does the exact opposite. My gut feeling is that +0.3-0.4 pop per 1 D might be closer to a good balance.

26 Replies 179,233 Views

I always thought that each minor should have 1 unique indestructible building that has a unique ability. Examples: building that trains ships in orbit. gives empire-wide morale bonus gives empire wide soldiering bonus. builds 1 global legion every x number of turns allows production of unique ship at shipyard gives ideology points at double the rate of the normal ideology buildings Minors should all start wit

18 Replies 67,816 Views

"Have people seen the AI use Espionage?" Yes, but just like me, not a lot. I've seen spies deployed on enemy planets by another AI. I've had techs stolen by spies on occasion. The AI and I have better uses for citizens. Even the "recruit spy" also requires resources that are sometimes better used elsewhere.

2 Replies 9,489 Views

"Moving citizen on the map make little sense anyway, when you have agent and diplomat moving instantaneously..." I totally agree with this. It takes x number of turns for a Citizen to reach a planet, but it can be recalled directly to your home world in the same turn? Pick one mechanic or another. I would definitely prefer the latter one. Everything involving citizens should be instantaneous.

19 Replies 131,404 Views

I discovered that if you overpopulate synthetic worlds, you get 2 added bonuses. Synthetic worlds' populations don't decay and you don't have to worry about morale. I guess that perhaps the old cap of 100 population for these two things kicks in.

28 Replies 175,172 Views

"thanks, but how can i create an unassigned legion> as far as i can see, i can only build them on planets directly" see reply #1 You get 5 legions for every General citizen created. Promotion of General gets even more.

6 Replies 54,917 Views

"i got a planet with 2 legions(earth), got the shipyard near earth, but i cant build a transport because of the lack of legions." FYI once you garrison legions to a planet, they are no longer available for invasions. Unassigned legions are considered a global resource. Another words if you have legions unassigned, you can build a transport at any shipyard. On the flip side, transported legions can't be garrisoned. My advice is too go offensi

6 Replies 54,917 Views