[quote who="rrfarmer2000" reply="4" id="3693013"] For me, I hold down the middle mouse button and drag, it rotates the ship [/quote] Ok, thanks.
lyssailcor
[quote who="rrfarmer2000" reply="2" id="3693008"] @erischild, I've screenshotted some help maybe: https://www.screencast.com/t/Ianj5S0I @lyssailcor: do you have a middle-mouse button? [/quote] Yes, I have. Did I remember incorrectly it was the right button? [e digicons]:omg:[/e]
And related to that: how the hell can you rotate your design? As far as I remember it was by pressing the right mouse button and moving the mouse around, but that doesn't work anymore and I found no other way yet ...
[quote who="starhunter83" reply="206" id="3692844"] I like a complex resource system as well, but the problem is that in order for it to work you need to trade, or you need to be the biggest civ and have everything. Right now, the AI often won't trade, which means your only choice is to be the biggest civ with the most planets. [/quote] That's why we would need a black market as suggested elsewhere several times already. There everything would be on sale, ships as well
[quote who="tetleytea" reply="4" id="3692563"] Is this game balanced? No. [/quote] Needn't be (imo).
[quote who="erischild" reply="4" id="3692424"] Quoting starhunter83, reply 3 Yes, it's rare, and that is PRECISELY the problem. In most games, most civs can just expand without a military at all. One or two civs, however, cannot, due to pirate snipers flying around their home world. Not only is this a problem in 20% of you
[quote who="Skulbow" reply="2" id="3692370"] I played a game today and had a pirate survey vessel (6 moves/6 sensor/31 hitpoints and all three weapon types) near my home world which destroyed my survey vehicle and first colony ship so I restarted the game because even though I was playing on gifted I find that if you get even further behind you will be the little kid in the playground being bullied by all the big kids. Thankfully this start is rare as I have pirates on r
[quote who="erischild" reply="11" id="3692425"] Quoting tetleytea, reply 10 People design dedicated sensor ships to avoid that sort of thing. Yes, yes, sensor ships. Vision i
[quote who="starhunter83" reply="6" id="3692343"] Currently, ground combat is unbalanced, and you are correct that it doesn't seem to make any sense to station garrisons on your planets. In any strategy game, from RTS to TBS, it is necessary to provide a significant defender advantage, otherwise the game is boring. If every matchup of Starcraft was simply a Zergling rush, no one would play it. In Civ 4 and 5, there were defender advantages, which is wha
[quote who="tetleytea" reply="5" id="3692340"] Unless you are being totally interdicted by fast ships, you can build one transport to "station" 5 legions for cheaper. The AI can't use invasion tactics on you (because your planet is undefended), then you can retake your planet, such that the odds are in your favor. You have the option to use invasion tactics if you want. A transport is not locked down to any one planet. You might be able to leave the tr
I always set pirates to uncommon which since 2.5 or so makes them really rare (on ludicrous maps) so I don't have to deal with them a lot although I get the message about raving pirates now and then. But if I meet them they are so weak I can ignore them most of the time. Especially they are too slow and don't move very far from their base. If you have a pirate base near your home world from the start that may be different but that didn't happen to me yet in all my games. I mad
And there were telephone boxes ;) Anyway, one more issue as I pointed out several times already: if you have a commander in a fleet that gives you a logistics boost, but in the Manage Fleet screen you cannot use this bonus, there the normal logistics limit applies. You have to add ships on the map (by moving individual ships to the tile with the fleet) to a fleet to use the commander logistics bonus.
[quote who="tetleytea" reply="3" id="3692330"] Why even build Station Garrison in the first place? Planetary Invasion heavily favors the attacker. If you lose a planet, better to use your legion retaking it back. Can't honestly say I have ever lost a planet, either. [/quote] I'm not an "ideal" player that uses his calculator every turn to find out the best actions. So I'm surely more vulnerable than such an ideal player. In my current game as Onyx on gif
[quote who="Publius of NV" reply="1" id="3692324"] Station garrison is just one of the many repeating planet projects that IMHO shouldn't repeat, or that we should at least have an option not to repeat. My latest gripe is playing as a synthetic race I tried to build just one more population on one planet and a couple of turns later discovered that all my durantium had disappeared. [/quote] That's exactly what I would suggest. I know the project mechanic was changed som
I finally managed to start a new 2.6 game. I play the Onyx as always and overall I cannot say that I notice too much difference in the first 150 turns of the game (apart from the fact that my randomly generated ludicrous galaxy has very few planets spaced far apart what I didn't ever have with my settings). Anyway, here are the bugs and problems I still have (adding more if I find more): - Station Garrison inserts itself at the end of the build queue every time it is finished,
@trims2u: I appreciate your detailed discussion of my post although you mostly don't agree with my suggestions - and I mostly don't agree with yours ;) But anyway I'm sure the discussion brings us forward - if somebody with influence is hearing us ;) But it's clear whatever will be changed it would be very difficult to generate a system that fits everyone's desires so well that there won't be an outcry of rage ;) Best would be if you could mod all those aspects o
[quote who="killswitch469" reply="151" id="3691753"] lyssailcor, I love the simplicity of your suggestion. I would make these changes. First remove the double population requirement for special resources, so every building requires one population. Then each citizen produces 1 output. If they work in a factory, or labs or whatever, their output powers that building. Then the excess population have excess output. If a planet/colony is working o
[quote who="trims2u" reply="149" id="3691751"] Quoting lyssailcor, reply 144 Why not using a simpler system? Like that (surely more than 3N, but the difference between a just colonized planet with one low tech building and a fully settled planet with a lot of high tier buildings may well be 100N in my opinion): </di
And apart from the economic discussion there is one other thing that I would very much like to see in a future version of the game: Replace the life support system by fuel. Introduce fuel components that you have to build into your ships and introduce fuel supply modules that you have to put on shipyards and starbases. Your ships can then load fuel there and that gives them a certain range, but every point of movement (above 1) uses one fuel unit. If fuel is used up a ship can only mo
Why not using a simpler system? Like that (surely more than 3N, but the difference between a just colonized planet with one low tech building and a fully settled planet with a lot of high tier buildings may well be 100N in my opinion): - Every tier 1 building produces 1 point of output flat (factories 1 point of production, research labs 1 point of research, markets 1 point of wealth) - Specialization occurs through adjacencies. Every building gives 1 point of adjacency bonus.
I don't get email notifications any longer either, but that is so since a long time now, several weeks I guess. Site was laggy just now, but isn't so all the time.
[quote who="leiavoia" reply="119" id="3691588"] Quoting Frogboy, reply 106 The issue is that production has two inputs: Population & Improvements. ... you still have this general issue where one path is inevitably going to be better than the other. Two high level solutions come
*bump* - since some people expressed interest recently.
[quote who="Frogboy" reply="20" id="3691180"] Sorry managed, that a bit. I'd be interested in what you guys would like to see in a more detailed ground invasion. [/quote] See my post above.
[quote who="DMF" reply="17" id="3691169"] Quoting lyssailcor, reply 5 - Rework ground invasion. The current system is a step in the right direction, but stuck halfway (or rather, a tenth of the way) there. I wrote a ground invasion simulation some months ago that I posted here with how I imagine the current system could be