"Fleet Manager Screen added to manage stacks of ships and fleets that are on the same tile more easily" As I understood it, the goal of the fleet manager was to allow you to easily manage the ships *and* give you all the normal options that a non-stacked ship would have.... and yet I must be blind or stupid because I can't for the life of me figure out how to use the "upgrade" option, easily one of the most important commands for a ship. I can't imagine that after a
VelvetDevil
solid point on the funds returning to the treasury, I certainly mis-stated what I was trying to get across => The only thing wasted is that extra manufacturing you *could've* done. If they allow for making sure you produce as much as you could've done, then they would have to allow for multiple ships being built in one
Not going to happen. I would be helpful to us as fans and readers to know why. I suspect you've addressed this issue before, and simply didn't wish to type it again, but as the "search" features in this forum are still lacking in their ability to find such comments, we have a hard time kno
Re: the transfer of "empty" social production to military production, it is absolutely critical that the player be able to know how many build points will be put towards his ship when he hits the "turn" button. Knowing where it all comes from, while nice, isn't as important as knowing that you have 52 points per week going towards a ship that takes 101 points to build. Ideally, your points per week, the total points put into a ship / improv
From the beta patch notes: + Planets on the verge of defecting are more likely to defect. So it would seem to be a "random event" as suspected. Which is rather annoying. I had a similar situation as the O.P., only my cultural ratio was 24 or 25 to 1. The way those numbers make sense to me, is that there are 24 or 25 citizens who consider themselves to really be part of my empire for every citizen that feels loyalty to
Seems like several of the people new to the series have been confused by this, but IMHO it's fairy simple. I hand you a hundred dollar bill, and tell you to spend every bit of it. Are you going to buy three okay things for $33 apiece, or one really nice thing for $100, or some other combination? You can't magically create $200 extra dollars to buy thr
The way it seems to stand now walrus, is that if you have 56% of your spending going to military (and for ease of discussion, let's say 0% to social, and 44% to research), then every world you possess will use 56% of it's total factory capacity, and direct it all to military. Anything leftover goes back to your treasury. Further, all of your labs will operate at 44%. Yes, that would mean that worlds with no social or military production would still be unable to make use of all their labs.<
#34 by Avatar Frogboy [Stardock] Saturday, March 11, 2006 8:34 PM I've implemented the social spending going inot military spending if there's no social project. I'll try to put up a beta tomorrow. Thank you for the quick attention and your weekend labor, Brad.
I take it that you guys havent read today's news? Thanks for the link. Reading it now
Althought I would like to micro the hell out of my colonys too. it has been stated a number of times that the reason the way things are is A) makes it easier to manage, and B) so the computer cant out micro you. I think we're forming a consensus that things as they stand are *not* easy to manag
Unlimited amount of cash can be spent : it is not a hard limit to your production, as long as you have money in your chest. On the other hand, workforce limits your production at all time. ... Being able to use 100% manufacturing and 100% research at the same time does not make sense. 1
Brad, you've mentioned in a previous post that suggestions on tackling the social waste issue would be welcome. This idea came from a seperate thread ( Link )on how the production sliders work, and seems to have been well-received by those who've read it. I offer it to you for consideration in this new thread, and to other readers as well for their commentary/ approval / disappro
Yeah... the more I think about it, the more I want it. Further, when it comes time to upgrade planetary improvements due to a newly discovered/acquired technology, there could be a pop-up screen along the lines of: "Sire, we now have knowledge of how to construct super-dooper-scooby-doo-Labs. Currently, *X* of our worlds could use this improvement, but are directing none of their resources to social production. What would you lik
Ok, I got it: All three sliders work independently from each other and each planet has its own set of 3 sliders. Wow.... I like this idea.
I think it would be better if they did away with the three sliders for Research, Social, and Industry and have one Industrial spending slider. Your planets will always produce whatever you set them up to produce and the Industrial Spending will just modify the amount of money that is put in as it does now. Otherwise, like you sai
Evil wins, baby, because good... is dumb. I really enjoy being an evil overlord while going for an influence victory, because all those with trade routes through my territory (which is to say, all those with trade routes), must pay me tribute for their use. Sure, it's not much when compared to the huge tourism you're getting, BUT it comes out of their pockets, which makes it far sweeter to spend. ^(**)^
Yeah, the psionic beam weapons rock. I loaded up a huge hulled ship with them, the best shields, and the best engines, and it was able to singlehandedly wipe out all opposition. Just one ship. If only it looked as cool as the robot in the ship design thread.
1. I was wondering about this too! Gone? A shame. I hope it gets put back, with the option to destabilize universally or to target it to specific planets. 2. You can completely cut off funding and still get the benefits once you reach the top espionage level? Umm.... ok.
xmwhatnow? There's a list of this data someplace? I'm all ears. Is it someplace in the game directory? It's too much to hope for that it all be in a single list somewhere there, isn't it?
UPDATE: I just started a new game to check your data, and found found that your numbers must be wrong. The planet screen tells me that my factory will be done in 7 weeks, for example, when my social production was set to 10. Your numbers suggest that it would actually take 8, and that I'd have wasted half of my production on the last turn. That nice little number in the bottom right hand corner of the planet screen? It lies. Repeatedly. Don't ask me why it does, bu
Why is this list important? Because social production above and beyond the amount necessary to complete a building is not conserved, nor is it refunded. It is *wasted*. Wasted turns of production add up (and gnaw on the fragile minds of gamers who take pleasure in discovering how to play a game well). This is in contrast to Research Production, which is conserved, and applied to the next project. Thus, if you want to
Speaking of Penny-Arcade, he also linked to the Wil Wright speach dealing with user-made content. Wil Wright was pushing a database for such content, from which the game would pull player-made species / towns / etc for his upcoming spore game. I would *LOVE* to have such a database online to pull ship designs from for this game. Not sure how much work this would entail, but if you could create an in-game "upload ship design" opti
Ok, on the subject of flipping planets, we could REALLY use a hard number on forced flipping. They say that any planet in which the ratio of your influence to theirs is 4.0 or greater will be in danger of flipping to your side. I just played a game in which I waited somewhere around 20 - 30 turns of watching a planet sit at 25.4 before finally growing frustrated and declaring war. Twenty frickin five of the citizens favored me for
1. Thank you for the communication. 2. Though your examples of starbase effects are something of a tangent to the notion of a perfectly transparent UI, the notion of using a flat 10% isn't a necessary one. I don't think many of us care whether or not it's a consistent "10%" across all resources mined, we just want to know what the heck we're getting from our constructor. Frankly I'd *MUCH* rather see simple sentences such as: "Your appr
1. Thank you for the communication. 2. Though your examples of starbase effects are something of a tangent to the notion of a perfectly transparent UI, the notion of using a flat 10% isn't a necessary one. I don't think many of us care whether or not it's a consistent "10%" across all resources mined, we just want to know what the heck we're getting from our constructor. Frankly I'd *MUCH* rather see simple sentences such as: "Your appr