RemingtonRyder

RemingtonRyder

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

How soon to start building economy buildings... wait until your population is high enough that the economy buildings will turn a profit after their maintenance is paid. How soon to start building factories or labs... if you're running the slider at 100% and still have a surplus of credits each week, and you don't have any labs or factories being built, build as many as you can maintain and pay for. Although factories and labs cost a set maintenance each week, what they pr

22 Replies 23,333 Views

At the start, you need to focus on population growth. Your initial colonies will have 250M colonists and produce very little tax income. Go for low taxes in the beginning so that your colonies will be happier and grow faster (green approval ratings are best for growth). Don't build anything that costs maintenance unless you really need it and always aim to run your production slider at close to 100%, unless that would make you go into deficit. When you have your prod

22 Replies 23,333 Views

The downside is that if there's some sort of error, or if you want to step through some code to test particular input values, the test build isn't in the debugging environment. Sure, with error codes and so on you can probably figure out the problem, but it's a lot faster to be able to go to the exact place where the error happened, with execution temporarily suspended.

17 Replies 71,367 Views

45) Minor, non-gameplay bug. It seems like troop transports can be double-counted on the stats screen. In my current game I have five transports grouped into two fleets, but the stats screen says I have seven transports. I didn't build them, I bought them from the Altairans because I don't have Planetary Invasion yet. When I disband the fleets, the stats screen correctly reports five transports. Fleet them again, the count is back up to 7.

95 Replies 217,439 Views

They aren't locked down. They're available via Impulse. It's not some arcane piece of software which will turn your computer into a self-aware AI bent on dominating the world. If you can't get a good download/install speed, then maybe that's something that needs looking at. It's not a reason to demand a standalone patcher. The downside of standalone patches is that they go out of date as soon as a new update comes along. Ever had an old game which needed

55 Replies 145,761 Views

[quote who="Elestan" reply="49" id="2813730"]30) Stars should be unfogged on the main map from the beginning. [/quote] Might work better to plot circles on top of the fog to show star locations. The idea is to make it easier to send scouts in to check out the local habitability, right?

95 Replies 217,439 Views

It'd be nice if the Auto-Upgrade/Auto-Terraform governor pop-up didn't just appear in the middle of the screen, but on the right, closer to where you need to click to open it. TBH I think auto-upgrade should work on one tile at a time, then when it's done with that tile, flip on the next applicable upgrade, rather than queuing it all up.

169 Replies 398,211 Views

To avoid getting boxed in on crowded maps, the Yor need an edge in speed. Their Super Isolationist ability (reduces ship speed, allows colonisation of barren worlds) gives them an edge only if they gain enough planets and influence to form a big blob, and it doesn't give them much of an edge unless their ships are faster than 3 pc/week. I pick a +1 speed boost for them, which puts them on par with the stock Terran race config. Though speed is of less importance later on, t

48 Replies 145,000 Views

Sensor coverage isn't a guaranteed thing for a human player right now, a ship moving into the same square as a sensor boat or starbase with good sensor coverage can nullify the benefit of those sensors, at least until you click the ship/base again afterwards. Then there's the bug where the sensor coverage stays even when the ship providing it has been destroyed. If you're going to give the AI a sensor map it has to not be prone to those sorts of problems. I would suggest t

95 Replies 217,439 Views

If you've researched far along the propulsion tech tree, you'll find several modules which slow down enemy ships. You can use these on military starbases to build an interdiction zone. Your enemy with his fancy warp engines comes zooming in and then has to crawl towards your space as slow as 1pc/week. This means that if you really need to mobilise a defence fleet to stop those incoming ships, they'll have more time to get there. Downside is, if the fleet is powerfu

21 Replies 17,110 Views

There is a problem with implementing 26 in that it is possible for the target ship to not be out of sensor range of another of the AI's ships, but there's no way to know that without iterating through every ship within 15 pc of the target ship. If we are strict and say that each ship or fleet must use its own guidance systems and not rely on position reporting from other ships or fleets, then it's do-able, but you could argue that it would be easy to run rings around AI ships which woul

95 Replies 217,439 Views

.X is a file format for DirectX models, which is why they refer to the textures stored in the same folder. You'll need to research them a bit more if you want to mod those, unless you already know all about them of course.

5 Replies 2,900 Views

I should also add that sometimes, it's the personality that holds the AI back, and sometimes it's heir tech tree. A custom race using the Generic personality and the Terran tech tree will be a little bit predictable (Phasors on stunned) but at least they won't get stuck the way some of the stock races do.

95 Replies 217,439 Views

I agree with you, but I'm not convinced that a given AI can always avoid being boxed in, unless there is a routine added for those big expanders to slow down and let their economies breathe, or there is a shocking abundance of habitable worlds, Where I have found a particular AI personality to be lacking, I have tried using the generic or Terran personalities instead. You can accomplish the same by clicking the Edit Race button and checking the Personality tab. As

95 Replies 217,439 Views

There's always going to be winners and losers in the colony rush. Any race which doesn't have an advantage (like the Thalan's inherent social/military bonus) that allows them to crank colony ships out faster or move colony ships faster than other races is going to get boxed in. However, colony rushers get to pay through the nose for all their colonies which don't produce much tax to begin with. However the reality is that the rushers are always ahead in the tech race bec

95 Replies 217,439 Views

Some PC gamers will pay full price on launch. Some of them will wait until there's a bargain to be had. Some will wait until the game has two expansions and there's a bundle deal, and then buy. You could say that they're being frugal, or you could say they're getting used to to getting a discount just because a game is six months old, a year old, two years old.

5 Replies 18,607 Views

Kinect would never work for the ever-popular shooters that have arrived on the Xbox. These are games which make the best use of the Xbox controllers, and sell a lot. Additionally, if you could get two players going on that Star Wars game that was demonstrated, there's a good chance that while waving your lightsabers around you could smack someone in the face for real. I'm not exactly thrilled with the controllers available right now, it always seems to me that the should

87 Replies 182,696 Views

Declaring war on a seemingly defenceless race is never a good idea unless you have enough transports to take all of their most productive worlds. See above, getting someone else to soften them up is great and means you can see whether they actually have the capacity to fight back. Not to mention you're potentially screwing up relations (ending trade and treaties) between the aggressor and your intended target for some time. If you absolutely have to attack but can't spar

4 Replies 5,621 Views

I agree about the rally points. We could use an overlay on the main map that highlights possible origin points for a rally point, and a set of arrows along the intended path. The rally point menu itself should be roll-down (from the top of the screen) and transparent so as not to obscure the main map too much, and the origin points and arrows should update depending on which RP you currently have selected. It would be nice to be able to type the first few letters of a rally point

92 Replies 133,307 Views

There will always be room for more than one MMO, because people find reasons to come away from 'the one mmo' such as: ridiculous auction house inflation, lack of groups, infantile behaviour, and a lack of immersion. Plus they just get sick of the same old thing.

9 Replies 26,954 Views