lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

[quote who="Old-Spider" reply="1" id="3694253"] - The Krynn built a generic starbase next to their home system (8 tiles away from Kryseth) that doesn't seem to serve any purpose (too near to enhance ship range early in the game, not near any asteroids). Is the Bazaar within the range of the starbase? Sometimes the AI (one or more) will build a starbase to "harvest" the Bazaar. I have seen in one game, maybe an opt-in for 2.5 or 2.6,

2 Replies 3,544 Views

Not really smart AI behaviour in my current game where I fight the Krynn at the moment: - I see no farms on Krynn planets (to refer to the discussion whether the AI builds farms or not). - The Krynn have several colony ships (usually 2 or 3) on a heap next to every shipyard. - The Krynn built a generic starbase next to their home system (8 tiles away from Kryseth) that doesn't seem to serve any purpose (too near to enhance ship range early in the game, not nea

2 Replies 3,544 Views

[quote who="Frogboy" reply="9" id="3694060"] AI definitely builds farms. No changes were made in that area. In my long game over the weekend, the AI built lots of them. [/quote] How does that then correlate with zuPloed's XML observations (and those of other players that just don't see a lot of farms on enemy planets)? Can you explain how farm building works if it's not determined by this "shopping list" in GovernorDefs.xml?

139 Replies 613,657 Views

Mercenaries that give a flat influence bonus still don't work (e. g. "The Auspicious Start", "+150 points to the base influence of any colony while ship is stationed there").

29 Replies 116,141 Views

[quote who="iRedEarth" reply="254" id="3693990"] Quoting lyssailcor, reply 252 Back to topic: what I would also like to see is that if you hire mercenaries then the ships should appear at the bazaar you contacted and not at the home planet. Especially on the largest maps it's very annoying that a mercenary needs 30 or 50 t

299 Replies 1,809,168 Views

[quote who="Taslios" reply="1" id="3694023"] Cities now require Durantium and Promethion to construct in addition to food. Seriously? designed resource restrictions are one thing, but this is somewhat ridiculous how everything in the game now needs one resource to advance... He or she who has the mines now wins.... [/quote] That's not a problem as such. I thought it was intended to make resources something tha

139 Replies 613,657 Views

Back to topic: what I would also like to see is that if you hire mercenaries then the ships should appear at the bazaar you contacted and not at the home planet. Especially on the largest maps it's very annoying that a mercenary needs 30 or 50 turns to reach it's destination because it always appears at the home planet. That would make the "Bazaar" button at the top obsolete since you would have to fly one of your ships manually to the bazaar of your choice.

299 Replies 1,809,168 Views

The "Foreign influence has become so high ..." message and corresponding planet icon still doesn't disappear always when there is no foreign influence anymore.

29 Replies 116,141 Views

QoL: when will it be possible to sort the various lists in the "Set Ship Destination" window by destination name and distance? To add sorting to all the different in the game lists seems to be a major problem since that was requested very often already without anything happening, although it sounds like such a small change ... :(

29 Replies 116,141 Views

And another QoL thing: when you click on "Shipyard idle" and are taken to the shipyard screen show which ship was just finished building. E. g. if I build a colonizer I unsually don't want to build a second one right after to not drain my pop. In the moment I have to leave the shipyard screen to check which ship was ejected and then go back again.

29 Replies 116,141 Views

One QoL thing: When selecting a rally point for a ship or fleet in the "Goto" order window it would be good to see how many ships are already going to that rally point. I often use rally points to mark planets to colonize or resources to mine so I have to send only one colonizer or constructor there. Without above help I must always first check the rally point by clicking on it or consulting the rally point list in the lower right.

29 Replies 116,141 Views

[quote who="GrimmAG" reply="20" id="3693667"] Do you have the requisite resource to upgrade it? If not, it won't show the upgrade arrow. [/quote] Yes, that was it! I had Arnor Spice, but not much, an on one planet one Entertainment Center was upgraded automatically and used up my Arnor Spice so there was nothing left for the other ones. Thanks :)

29 Replies 116,141 Views

I began a second 2.6 Crusade game and play for the frist time since Crusade the Thalans and not the Onyx. I just researched Xeno Entertainment and now I see the Entertainment Network in the build list on the right on planets where I have already an Entertainment Center. But the icon is disabled, there is no upgrade arrow on the Entertainment Center. I looked in the Crusade ImprovementDefs.xml, and the definition of the Entertainment Network seems correct to me, here just the relevant

29 Replies 116,141 Views

Colonizing a Precursor Quarantine world gave me the colonization event for that and I chose the pragmatic option that would increase my pop cap by 6. But nothing happened, pop cap remained at 3.

29 Replies 116,141 Views

- They can boost the attack and defense of your own fleets when in the range of the starbase (7 tiles in Crusade atm). - If you want to spend the administrators then you can build up some kind of starlane by putting military starbases with speed accelerating modules mext to each other. Other than that they serve no purpose I'm aware of atm. I would also rather see them sending fighters on their own to enemy fleets entering their vicinity.

25 Replies 83,890 Views

[quote who="Charch" reply="16" id="3693141"] the ship graveyard is the weak defended anomaly your talking about. they turned it off for crusade. or else in one of the crusade earlier patches anyways. Sexy leader anomalies on nexus mods turns them back on, couple other mods do too, but they tend to be bundled with a lot of other stuff. you would have to design a new anomaly type or I guess edit the existing ones to make some variety. i think it may be easier to code a chec

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Not a bug, but still: - I have not found a single non-precursor anomaly that was defended by pirates in a long time (2.6, 2.5 at least, before I can't remember). - All precursor anomalies I found so far are defended by the same weak 8 precursor "pirate" ships with in sum 24 beam attack and no defenses. Before as far as I remember there were weakly and strongly defended precursor anomalies. Anyway, anomaly defenses are not varied enough (and for middle and late game to

29 Replies 116,141 Views

Ship maintenance is somehow off: - All ship designs show a maintenance of 1 in the popup that appears when moving the mouse over the list on the left side - The "Selected Ship Details" window on the upper right shows always 0 maintenance - When I go to "Govern Civilization" and put the mouse over "Ship Maintenance" then the maintenance costs for individual ships are bigger than 0 or 1 (in my case 2 for the three individual ships that are in the list).

29 Replies 116,141 Views

I don't see a Space Elevator and a Deep Core Mine ... I always start with those for production. They give flat bonuses to production which is much more powerful than the low percentage bonuses of factories. Edit: is this the base game? But even there those structures were present, but I don't see them in you list of buildable improvements on the right ... ? Are they further down or missing completely?

50 Replies 201,885 Views