lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

So far I like nearly all the changes of Crusade (although I haven't seen everything yet due to the fact that I had to start over several times because of the bug fixes). Normally I don't like playing betas, and Crusade really feels like one, but since the direction the game is going is so very promising I am inclined to forgive Stardock ;) The features I like most are the new resource system and the missions, followed by the change that ship weapons now fire individually (alth

32 Replies 234,688 Views

[quote who="Publius of NV" reply="13" id="3677943"] Regarding FOW: Elsewhere Frogboy posted a performance trace that showed the AIs were spending 20% of their turn figuring out what they could and could not see in the FOW. [/quote] That doesn't preclude my suspicion that the AI may somewhere use a wrong function ... ;)

14 Replies 46,447 Views

Principally you could port back everything that doesn't change the base gameplay for the people who don't like the Crusade approach. How mauch effort you put into that depends economically on how much people still play and prefer the base game and whether you will produce DLCs in the future that also enhance the experience of the base game players. But egoistically I'd say don't sacrifice resources for the base game that could otherwise go into Crusade [e digicons];P[/e]

33 Replies 163,274 Views

[quote who="Frogboy" reply="9" id="3677857"] When I get an expansionist AI near by, I am happy. It takes many colony ships to colonize planets. It takes 1 transport to take them from them. [/quote] If is't meanwhile fixed that only expansionist AIs do that and not everybody ... Regarding FOW: I read on many occasions now that the AIs are meanwhile supposed to be subject to FOW as well, but other posts about observations of players lead me to the suspicion

14 Replies 46,447 Views

My own experiences (2.1.3, 2.1.4 beta): - Have also set anomalies to occasional and do indeed not find so very much (seems ok to me) - Whether the AI takes them or not I cannot say, but it seems anomalies are difficult to find around AI planets, so I can assume that the AI pursues them ... - The pirate defended anomalies of pre-Crusade seem to have disappeared. SInce pirates were so weak pre-Crusade I don't miss them much although pirates would appear now stronger beca

8 Replies 20,177 Views

[quote who="Astrobia" reply="3" id="3677392"] Nebulae don't seem to form around stars and planets. So you need gaps between those for them to form. I was playing on a spiral galaxy and started in the centre and was seeing none until I started travelling through the empty space between arms (also where all the black holes went). [/quote] I am in the outermost arm of a spiral galaxy, but in the gaps I traveled so far there are still next to no nebulae ... makes it very ha

4 Replies 20,121 Views

[quote who="Publius of NV" reply="1" id="3677312"] I've tried all the larger map sizes except for insane and ludicrous, and not had any problems. There have been some cases reported, though, where "abundant" actually produces less of whatever setting it is than the one one step down. Have you tried that? [/quote] Not yet. Have to do that then.

4 Replies 20,121 Views

[quote who="Publius of NV" reply="33" id="3677305"] You don't get a colonization event for planets in your home system. Otherwise you should have gotten one. [/quote] Hm, ok, planet was in my home system. But I *think* I got an event in my game before that for my second home system planet ... (but I may be wrong, can't remember exactly now)

36 Replies 111,512 Views

I was positively impressed when I saw the amount and size of nebulae in the twitch streams. But since Crusade I started three games (two insane, one ludicrous) with nebulae set to abundant, but there is hardly any nebula present and when I find one it's tiny :( Is there a problem with the nebula generation algorithm on bigger maps?

4 Replies 20,121 Views

[quote who="Triple_Crown" reply="3" id="3677297"] Sure guys, will divide into paragraphs. [/quote] Thanks :) [quote who="Triple_Crown" reply="3" id="3677297"] Too drastic to be implemented? Really? [/quote] The last word have the devs, but that's my impression. But perhaps the devs can draw some inspiration from your ideas? Because principally I agree that exploration should play a bigger part in the game and there is no *that* much to explore ri

20 Replies 95,559 Views

Just started a new game with the new patch. One thing I stumbled about right at the start: I didn't get a colonization event for the first colonized planet. In my game before that that happened once after I colonized a number of planets already. Is there some randomness or is that a glitch?

36 Replies 111,512 Views

I mean no offense, but if you break up your posts in paragraphs then the probability that is't read is much bigger in my opinion ;) To the content of your post: there are some interesting ideas, but I think the changes to the game would be too drastic to have a chance to be implemented.

20 Replies 95,559 Views

My suggestion: - Administrators on starbases or ships that are destroyed are lost. - Administrators can be retrieved from colonizers/constructors/survey ships if those ships are disbanded in a shipyard. For that matter, I would strongly prefer the change (that was mentioned by several people in the past) that ships can only be upgraded and disbanded in shipyards and/or that there is a new constructor type that doesn't need an administrator but can upgrade and disband ships in

40 Replies 296,054 Views

I always play insane with about 15-25 civs. But what works for you is a matter of personal taste that you have to try for yourself. WIth my number to adversaries it usually takes about 40-70 turns until I meet another civ. About AI beelining to your neighbor planet: I strongly hope that the fog of war applies now to the AI as well, but it could also depend on your difficulty level. Perhaps could someone clarify how that works in Crusade.

6 Replies 28,775 Views

As far as I understand ship blueprints (didn't mod them yet) there is no "BestOffense", just "BeamWeapon", "MissileWeapon" and "KineticWeapon" what presumably is the respective best weapon of that type. SInce in Crusade every single weapon is supposed to fire individually (couldn't check that out yet, no war for me so far ;)) I agree that we should have more fine tune possibilities for modding ship blueprints. Since the AI is also using the blueprints they would also not be able to us

1 Replies 4,584 Views

The red text on Kimberly's Refuge says "Cannot build: not enough Prometheus Stones", but under Production costs it says "Monsantium Deposit -1", so actually you need Monsantium and the error text is just wrong, probably some XML error (didn't look into the new XMLs yet, so can't be sure).

6 Replies 37,486 Views

I disabled Ascencion Victory, but still can find Ascencion Crystals on my map. Or do they now have another effect besides preparing for Ascencion victory? Edit: I would love that btw, e. g. giving out small amounts of random resources.

190 Replies 469,807 Views

[quote who="nicknamealreadyinuse" reply="19" id="3676618"] How do you get 10 base production from 11 population? [/quote] Asteroids?

32 Replies 161,774 Views

[quote who="Avatar137" reply="3" id="3676603"] You can still trade/talk to them, just not the usual way you were used to. Click on their planet and you'll see the Speak To button. Or, go into the diplomacy screen and talk to someone else, then click on the right arrow to the right of their name to scroll through all the people you can talk to and the minors still show up there. [/quote] That looks more like an oversight than intentional to me ... ;) Why not make them

6 Replies 21,711 Views