scifi1950

scifi1950

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

Only 48 turns into game and look at the mess crime is making. I don't mind different mechanics to make the game interesting, but this is not my idea of fun guys. I shouldn't have to worry about crime more than the real focus of the game - 4X!!! <img src="https://cdn.stardock.us/forums/18/60/1860429/5e4c2f12-a561-4fba-9370-e95350d106d

18 Replies 33,154 Views

[quote who="gypsy2299" reply="4" id="3957834"] We are in complete agreement here. Why I turn off the hostiles. Monsters ect [/quote] I do the same. Maybe Draver can come up with a Mod to turn off the Criminal Trait. And every citizen shouldn't be boosting crime by 1.5%! I run my home planet & Ringworlds with 20 Pop. What's the poi

18 Replies 33,154 Views

gypsy2299 - I figured as much. I've voiced my opinion about the crime mechanic in this game several times before. I don't buy Space 4X games to play whack-a-mole with criminals. The Gigamass DLC was a big win for me, but they need to take this down a couple of notches because IMHO it takes the FUN out of the game.

18 Replies 33,154 Views

I started several new games with my custom Civ and 1 with the Terrans just as a double check. Each game has every citizen (not just criminals) contributing 1.5% to crime, 3% for my Civ, plus an additional 3% for Criminal trait. Not sure where that Criminal trait is coming from - nothing I picked it setting up my custom Civ says anything about crime and it's linked to the Terrans also. That's a starting point of 11-14% crime. I hate having to give up one or more o

18 Replies 33,154 Views

hart276 - To post an image, left click on the + sign in the toolbar above. Select image from the dropdown list that appears. Select "Upload" from the next dropdown list. Hope this helps. Keep up the good work finding bugs!

2 Replies 7,563 Views

That would be annoying. The new Gigamass resource added for Megastructures has added quite a few unforeseen consequences - see lengthy ship building discussion on Discord. I'm sure they'll add this to the list of fixes needed. Maybe Draver will make a mod to help out on this one while we wait [e digicons]O:)[/e]

2 Replies 6,236 Views

I'll second this. There is currently a way to save images, but it's a little complicated and you have to manipulate files. Not exactly user friendly for everyday players. I went thru about 20 iterations and saved leader images to use as images for my citizens in a custom civ. I would be happy to DM you some info if you're interested.

3 Replies 11,496 Views

[quote who="BohandiAnsoid" reply="1" id="3954389"] Can something be done about the fact that standard combat ship designs of cruisers and above (except for Carriers) require gigamass? It's so annying that, iwth gigamass being so precious, your standard ship designs require it. So, I have to either design my own ships or lkimit myself to fighters, bombers, frigates and corvettes (and later Carriers), or design by own ships or quickly run out of gigamass that would be really useful or

3 Replies 20,828 Views

DraconicDesign - Very nice outline of what we can do with a Stellar Nexus. Just one thing I don't see here and can't find in the game. Where to you go to get a list of your Stellar Nexus with their status? They're not listed in with Planets like Ringworlds, which makes sense because they don't have population. However, it seems to me that if you have more than a couple of them, remembering where you put them so that you can manage them calls for a list. Nevermi

2 Replies 27,024 Views

Here's the changes from the 2.92 Insider changelog - Map Generation Maps will generate a more satisfying layout and create better player positioning Optimized the amount of time it takes to generate a map Slight increase in the number of sectors a map can generate Increased overall map s

3 Replies 1,528 Views

Mac2411 - My current game in 2.92 Insiders (all settings maxed out but only 6 AI Civs) has 8 Precursor worlds that I have settled. Is #7 below the precursor accelerator planet your looking for? 1) former site of exotic scientific experiments - Tech +1 Orbital Precursor Archive, +3 Pop cap, +100% Research, -50% Growth 2) has a massive array of Orbiting Relics - Sensor range +8 Orbital, +3 Pop cap, -50% growth, +48 Sensor power 3) 3 vast Orbital Factory Rings

3 Replies 1,528 Views

Just scrolled down on the Orbital Improvements tab and noticed a bunch of new additions for 2.92 I hadn't noticed before (they weren't included in the 2.92 Changelog). However on the Orbital Museum it says it's an Approval Improvement, but there is no Base Effect section at the bottom telling you what the improvement is.

1 Replies 4,615 Views

Did something get broken with the new update or is this just a normal bad luck starting sector draw - 5 Yellow stars right next to my home system and only one has any habitable planets.

1 Replies 1,485 Views

[quote who="RammaStardock" reply="4" id="3949700"] To be clear, you're saying this is a new issue, and hasn't happened in your previous attempts? [/quote] Correct. I have done this many times in previous versions and YOR never became plagued. Current game is Supernova Insiders Edition 2.9.586981 on Steam.

7 Replies 3,660 Views

Both planets were cultural flips. All the citizens were plagued. I imprisoned them and transported YOR citizens from my home planet. I have done this in all my games and this is the first time YOR became plagued. I have saved games I can send if that'll help.

7 Replies 3,660 Views