scifi1950

scifi1950

Joined Last seen Member # 1860429
18 Posts 363 Replies 4,995 Reputation

[quote who="Zabik_2" reply="1" id="3964945"] Hey, thanks for the feedback! How do you envision it? Right now, those notifications follow each other. Did you mean, to have time between the notifications? [/quote] Yes they follow each other but many times the first one closes so quickly when a second one opens that you don't even get a chance to make note of what happened. This happens when you colonize more than one planet on the same turn. The most ann

3 Replies 5,415 Views

[quote who="IpityU" reply="6" id="3964146"] This begins with the presumption that all Flagships have shields >0 I haven't checked - is that true? [/quote] Seems to be the standard for all prebuilt Flagships, Prototypes (I think I have all of them), and Commander (I'm using the Builder set) ships in my game (18 different ships).

7 Replies 17,861 Views

[quote who="gypsy2299" reply="4" id="3963854"] from reply 3: "Monsan is needed for the "high end" construction of Kimberley's Refuge." Sci those that play only Robots might not be aware of the Refuge use. [/quote] Good point, but it still doesn't make that wording acceptable IMHO. [e digicons]}:)[/e]

5 Replies 8,728 Views

IpityU - There might be an Artifact that increases shields, but I don't have one in my Vault so I can't be positive. Don't know if you know about these already, but here are some things you can do to improve shields for all ships (including commander and prototype) automatically - 1) Building Institution of War (Orbital)) gives all ships +5% shield strength 2) Building the "Ironside Resonance Emitter" adds 10% shield strength (needs 2 Gigamass to build

7 Replies 17,861 Views

IpityU - Just to clarify what Zabik_2 said. If the flag ship you want to refit is a commander ship then you cannot touch it other than as he mentioned for commander ships. Prototype ships (Raptor, Praxis, Retribution, ect.) are also treated like commander ships, so none of those that are flag ships qualify for refit either.

7 Replies 17,861 Views

If you're truly interested in playing the game and not just a troll, my suggestion would be to turn off the "Tales of the Arnor" DLC for now. That's what I did and 2.95 plays pretty much the same as 2.94, so if it's just the new features you don't like you'll be good to go. BTW - I'm not experiencing any major game breaking problems playing 2.95 this way. I would also point out that Stardock has made 2 micro-updates to 2.95/Tales of the Arnor already so as usual they'r

6 Replies 4,789 Views

[quote who="RainMan418" reply="17" id="3960101"] I think the module changes weren't for the better. Paying a little giga mass is better than a constant energy upkeep per dreadnaught. [/quote] I humbly disagree with your opinion. There are several ways to create more energy but Gigamass is a limited resource, once it's gone you can't get it back.

18 Replies 33,154 Views

[quote who="Illauna" reply="3" id="3960025"] Thank you for the save. I dont see a duration. My guess the only way to deal is put all the plague pops on transports with a colony module or use the civilization transport feature and send the pops into harms way, You might be able to leave them in space indefinately. I'll bring it up to the community manager though. There should be some method of curing it or it needs to have a duration. [/quote] So you're

12 Replies 25,173 Views

Illauna - Here you go. I had to give the game up it got so bad - had another one of my core worlds (Wachman) go totally plague on me while my back was turned. [e digicons]}:)[/e] https://www.dropbox.com/scl/fi/tasb6ercgirng9tt9uua3/2.94.Insider.2113.GC4Sav?rlkey=37chhrvprfvthuct6y5sigmry&dl=0

12 Replies 25,173 Views

Unless I'm missing something I think the Plague mechanic needs some TLC. I had a planet from another Civ flip to my control. Turned out that every citizen had the plague. Here are my issues with combatting the plague - 1) Only way I know to stop it's spread is to imprison plagued citizens and send everyone else to another planet. 2) The only mechanic to kill a citizen (that I know of) is to get the max planet pop below the current pop. However thi

12 Replies 25,173 Views

1) Main text should have Hyper link to planet so that it's stats can be viewed 2) 2nd choice "Leave the creatures undisturbed" has no outcome. While one can assume this means that there is no positive or negative outcome for picking this option, it would be nice for that to be made clear with a dialogue box saying so (maybe "The world remains the same - for now"). <img src="https://cdn.stardock.us/forums/18/60/1860429/11354523-5269-4b63-9f9a-1d0141615483.png" alt="

1 Replies 2,104 Views

[quote who="Zabik_2" reply="9" id="3958022"] Hey, thanks for your feedback on crime. Afaik, crime was previously reported to barely exist, due to some policies and techs countering it. So this is a balance change based on that feedback. I see how this may be a not welcomed surprise for such a veteran player like you. If you do not want to search for new strategies to combat crime, I think it should be possible to mod in crime reduction pretty easily. [/quote] Mostly it's bec

18 Replies 33,154 Views