lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

The commander bug still persists. In my game the commander gives 25% logistics bonus to my 48 logistics what makes 60. I could actually build one fleet with 60 logistics points and thought the bug was squashed, but now I trained my second commander and cannot bring my fleet to over 55 points (at least not by trying to merge on 5 logistics ship into the fleet).

85 Replies 256,074 Views

Also one of the features that were requested several times in the past. Although I would estimate that implementing way points would be much more work than implementing a global auto-upgrade toggle feature or a feature to show remaining ship or fleet movement distance by coloring all reachable hexes when ship or fleet is selected. On the other hand, implementing an order queue (your chained go tos) should in fact being even more easily doable than a waypoint system with new UI element

2 Replies 14,786 Views

I have the feeling that more things must be possible to do with planetary tiles. Right now (playing as the Onyx and nothing else since Crusade, so I have only a limited view ;)) I always start colonizing a planet by building Deep Core Mine, Space Elevator and Starport in this order, what does not really require decision making on my part ... So I came up with some ideas to make planetary exploitation more interesting (and that normally need some tech advancement to be available):

1 Replies 7,991 Views

When you are attacked you have to resolve the attack here and now since it's the attackers turn and they may move and attack somewhere else if they win in their same turn. But I agree it would be better to at least see where the attack is taking place (your fleet composition you see in the popup window, that is not the problem). That could be solved by putting the notification window at the top or right top of the screen and show the map centered on the attack location underneath it.<

6 Replies 20,654 Views

Now with the welcome change that movement points of automatically moving ships are no longer lost when their last automatic turn doesn't use up all of them it should be possible to implement a feature so that automatically moving ships stop if an enemy ship enters their sensor range along the way. Edit: enemy meaning faction we are actually at war with.

1 Replies 6,769 Views

I just had the idea that you could give special resources more meaning by being able to spend them for temporary effects. Something like "spend 1 harmony crystal to boost approval for 10 turns by 10%". Those could be projects like "Aid Economy" whose appearance depends one the availability of the resource and certain tech prerequisites with a "built time" of 1. As long as resources are available one could select those projects several times. They would then come into effect one turn after the

3 Replies 8,489 Views

[quote who="Rhonin_the_wizard" reply="28" id="3679764"] Quoting lyssailcor, reply 25 In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game". I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both dir

85 Replies 256,074 Views

[quote who="Lucky_Jack" reply="18" id="3679762"] I just found a precursor defended anomaly, so they are indeed there. [/quote] I have a handful of those in my game. At first nearly half of the anomalies I found were precursor ones, so first I though that was another error ;) But then I didn't find any new ones. I have the feeling that the game puts all precursor anomalies on the map at game start, but no or nearly no "normal" anomalies, but that the latter spawn acco

23 Replies 68,752 Views

I agree with you that citizens need not appear every 10 turns. I would prefer a mechanic where you have to wait a fixed number of x turns after you get a citizen and from then on have a, say 50% chance every turn that a new citizen appears. The fixed number x could be something like 8 in the beginning, but decrease with increasing global population, something like -1 per triplication of the population, so you had to wait fixed 7 turns before the 50% probability kicks in for 3 pop, 6 turns for

37 Replies 127,954 Views

In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game". I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).

85 Replies 256,074 Views

Hm, I really don't know for sure. All extreme planet traits (radioactive, aquatic, frozen, barren, toxic, but also Precursor Shield) have a line " true " in the XML, but also some precursor planets in DLC4_PlanetTraitDefs.xml (Precursor Quarantine, Precursor Experimental World, Precursor Prison). So I *assume* the galaxy setting for extreme planets affects all those in the same way.

1 Replies 17,398 Views

[quote who="zuPloed" reply="13" id="3679675"] Quoting lyssailcor, reply 12 As a second adjustment I propose a tech line that increases productivity of the population, beginning at a factor of 1 and increasing with each tech level so that the end formula to calculate the bonus would be Why not just boost t

14 Replies 14,216 Views

[quote who="Publius of NV" reply="6" id="3679685"] Not being a developer I can't say how it's implemented. But my experience is that the Altarians hate me just as much if I'm pragmatic as they do if I'm malevolent, and ditto for the Drengin whether I'm pragmatic or benevolent. They only like me if I'm the same as them. [/quote] Since I seldom play malevolent I cannot speak for the Drengin, but the Altarians got nearly always hostile towards me, although I usually

8 Replies 40,864 Views

I agree with Publius. But the problem with putting down a Space Elevator or Starport and surrounding it with factories is that planet layout often doesn't allow that ... But the principle holds. Factories or Research Laboratories as such don't give very high bonuses anymore. You have to place them around hubs that give direct research or manufacturing bonuses to the resprctive base value to make them count.

25 Replies 195,001 Views

[quote who="Publius of NV" reply="4" id="3679671"] @erischild is correct. Don't think of it as linear with pragmatic between the other two. Think of it as a triangle. [/quote] Ok, I understand what you mean. But is that just your personal opinion or does the game really work like that?

8 Replies 40,864 Views

Hm, I also think that population doesn't count enough anymore in Crusade. For one the direct production yield should be a bit higher. I propose the formula p = b(b+1)/2 with b = raw production bonus and p = needed population. That translates to following table: 1 pop -> 1 raw production bonus 3 pop -> 2 raw production bonus 6 pop -> 3 raw production bonus 10 pop -> 4 raw production bonus etc. To calculate the bonus from popul

14 Replies 14,216 Views

When you place a factory ("All Construction Improvement" as is the subtitle of the improvement under its name "Factory") on, say, a "Geothermal Springs" tile which gives +2 to Social construction for improvements built on then tile nothing happens, the bonus is wasted because the game treats "All construction" <> "Social construction". It's a if you had built the factory on a normal tile without bonuses whatsoever. When you place a Deep Core Mine ("Social Construction Improvemen

25 Replies 195,001 Views