RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

The number of starbases that the AI spams out there and abandons, I'd guess that they burn horrendous amounts of their treasury doing so. What is really annoying is when starbases are planted on the square where starships usually leave orbit. I wish I could tractor them all away to a black hole or something.

5 Replies 5,166 Views

The simplest solution to the repair situation is to make extra ships. These will reinforce your fleets when some of your ships have to be repaired. It costs more, but balance that against having your ships idling for many turns. When those ships are repaired, they can act as reinforcements in a future attack.

13 Replies 6,404 Views

Mass drivers tend to be the cheapest weapons to add to a ship, not counting the Nano Ripper. Since maintenance is calculated as a fortieth of a warship's cost, you can have an assortment of ships which don't cost the earth to run. Because of this you can also meet your enemy with greater numbers which may make up for the fact that mass drivers take up more space than beam weapons.

14 Replies 8,711 Views

Gotta love the people who try to use a pre-patch savegame and them complain about bugs Isn't it normal to convert savegame data (as required) from a previous version to the latest version when loading? There are some things that you do need to start a new game in order to see the effects, but why should saved data suddenly be useless?

66 Replies 31,662 Views

I've noticed that fleets made up from obsolete ships have a blank icon. Disbanding and then recreating the fleet results in a blank icon :S

66 Replies 31,662 Views

Another thing I'd like to see (I'm assuming it's not in, but I haven't checked the last few patches) is the ability to see a planet's tiles/bonus resources before you colonize it. I'm always worried when I get one of those ethical questions immediately after colonizing that I'll do something like take the evil hit for a big research bonus on planet that I may never end up

10 Replies 7,226 Views

The first and second quantum drivers are still useful if you want to cut down on the cost of the ship, but don't mind using up more space (a low-cost ship). For instance, three quantum drivers will give the same offensive punch as four graviton drivers, but will cost 21 bc less.

91 Replies 136,480 Views

Any chance we can have a setting to have the improved AI of the later levels come in but not give them any additional economic cheats? I feel that a sudden economic shift late in the game would effectively pull the rug out from under the human player when they've gained the upper hand through determined struggle.

9 Replies 8,129 Views

Defensive ships serve a useful purpose and that is to grind down attackers. Ships get a bonus to their combat rating just from sitting in orbit, and this is multiplied by your Attack/Defence rating. I tend to make defensives cheap to build/maintain (depending on the state of my economy) and don't go overboard with the weapons or defences, since these can be supplemented with a few starbase assists. The harder the enemy has to work to take your planets, the more you can focus on offe

26 Replies 16,602 Views

In any event a means of lessening or eliminating the effects of zero gravity, would naturally improve the range of a starship because you wouldn't have to rotate crew so often. This might not be a system incorporated into the ship, but perhaps a medical treatment which would reverse the degradation of bone and muscle, or adapt those tissues so they don't degrade in the first place. Or if you go down the path of cybernetic replacement, you could give astronauts implants which don't su

51 Replies 93,741 Views

What would work nicely is a global 'Show/hide buildings' screen which will let you choose exactly what you want to see in the list, and will also summarise their production costs and resulting benefits. It might also be an idea to incorporate a 'No automatic upgrade' checkbox as well, either as a global setting or for each building.

8 Replies 2,433 Views

How can the citizens complain if all they do most of the day is sit in a virtual reality module playing Doom? On the other hand, you have the poor emperor (or president) spending every week lunching with the starship design committee.

22 Replies 34,108 Views

Remember also that even with tech trading turned off, technology can still be gained by conquest, so it could be that the AI is leaving some room to pick up those techs from their next victim instead of researching them.

2 Replies 10,703 Views

Eliminating the prompt is a better solution than repeating it, I think. It's not that it doesn't serve a purpose, but I would much rather check or uncheck an option box to toggle between Behaviour 1 (never decommission ships when obsoleting) and Behaviour 2 (always decommission) because it's unlikely I will want to use both in a given shipyard session.

14 Replies 32,879 Views

Well, I have no idea how I wound up hitting 'Yes' to the decommission prompt unless somehow the buttons were reversed. It's one which I routinely press 'No' on and wish there was a way to switch off the prompt entirely because of the potential hazard. I might then consider switching it back on if I needed to cut back on military expenditure, keeping just the most cost-effective ships. Basically, if there are fifty-odd ships of the same design currently in service, it makes no sense

14 Replies 32,879 Views

Having positioned scouts so that I would be able to see everyone who hangs out in my space, I then decided to upgrade the existing design, which I did. Then I obsoleted the old design. I don't know why I hit Yes to the dialogue that followed, but I must have done because when I was finally finished with redesigning new ships, and got out to the main map, all I could see is what my non-scouts, starbases, and planets could see. Which isn't a lot. I think there should be some kind of

14 Replies 32,879 Views

The way I see it, sensor coverage is very useful. However, sometimes you want to give a fleet that coverage so you can effectively intercept the enmy before they reach your worlds. Sometimes you want that coverage to be independent of your firepower so you can spot a threat that you weren't expecting. Either way, a well-equipped sensor boat is cheap to build and doesn't cost any maintenance, assuming it doesn't have a weapon or defences. Even with Eyes of the Universe of Hypersensors, you st

18 Replies 16,958 Views

It looks as though the bounding quadrangle (which tells you where your current main map view is in the grandness of the galaxy) has redrawn lots of times but not been erased properly. I think if I recall correctly, there is an automatic camera move/zoom to colonies that join your empire, as well as the obligatory visit to the planet's screen to set production. Of course that doesn't help explain why the mini-map is malfunctioning, I would guess some drawing method isn't working properly.

11 Replies 9,039 Views

If you align with Good you get addtional technologies in the defence category. Some of these can be quite handy and aren't beaten for value until later on in the tree.

16 Replies 18,325 Views

It would actually make more sense for the AI to incrementally do these time-intensive upgrades so that: 1. It doesn't spend ages turning all enhanced factories into manufacturing centres if industrial sectors are on the way. 2. The social production queue doesn't get clogged up with various different upgrades which may have an undesirable result when finished. 3. If a new technology is aqcuired (by espionage or trade rather than by research) then it doesn't nec

2 Replies 13,254 Views

I downloaded the GC2 demo, which for the most part sold me on all the crucial new things that had changed since GC1. If the so-called software giants gave us a chance to see their products in action instead of blowing all their marketing budget on trailers, those of us who have become disillusioned with their endless stream of rubbish titles might actually take a look at what they're offering. And then promptly deride it in our blogs <img src="http://images.stardock.com/gc2/T_DL/smil

70 Replies 97,905 Views

The only complaint I have anout the larger map sizes is that the range afforded by life support seems to scale upwards to compensate. You still have the challenge of packing enough speed on a ship to get it to where it's going, but range isn't the problem it ought to be.

35 Replies 40,443 Views