I don't even lose fighters anymore, TBH. Its rather too easy to pump them up with fleet enhancement tech. Enough carriers with enough fighters and ... yeah. My cargo hull carriers have no weapons themselves, but the AI can't take out a single fighter even when I face armadas of Huge-hulled warships. Everybody's dead, Dave. [video]https://youtu.be/shs7VQhVvxA[/video]
Chibiabos
[quote who="Franco fx" reply="10" id="3563908"] Someone said in another thread that carriers will only regenerate their fighter at a star base or ship yard. Is this a fact? If so it severely limits carriers and this has never been my understanding. If it is true this has been changed and reduces the power of carriers substantially. No one questioned the post made after the comment was made so I wondered if it could be correct. [/quote] I've seen
There are some enhancement tech choices that generally allow you to pick 1 of 3 choices, such as some % more powerful, some % cheaper to build or some % smaller for ship components. You aren't allowed to later research the other two. However, that does not mean you can't get the other two! The short answer as to how is to farm additional tech enhancement choices to supplement the one you made and researched to other civs through careful tech trading (this only works,
[quote who="Starus" reply="10" id="3563893"] That's exactly what I do too. My description on the OP was rather unclear, I'll admit it. As some have said, there should be colours to each terraformable hex to show which terraformer you should use on them. [/quote] Yes, exactly (on the second part). But in the meantime, consider my earlier comment -- "Planetary Soil Upgrade" and "Soil Engineering" upgrade the exact same tile
"Planetary Soil Upgrade" and "Soil Engineering" are the two improvements that have identical tiles they can improve to the Ultra-Terraformer. You can build one to free a tile, keep the other one around so you can compare subsequent terraforming improvements so you won't waste one that can improve un-UT-able tiles on a UT-able tile until you get the actual UT. Once you get the UT, I suggest building PSU and SE first and the terraforming improvements that can wo
It really doesn't help that the descriptions are very unhelpful. Different techs will describe the 'quality' of tiles they can improve differently even when they are the exact same tiles.
Wow. I get so much karma from bitching. Bitchin' karma. XD
Firstly, the first two terraform improvements (I forget their names) only terraform the same exact tiles that the Ultra Terraformer will, but they are much cheaper. You could just build those two until you get the Ultra. OR ... more strategically ... Since those two only terraform the exact same tiles as the UT, you can use them to gauge which tiles the UT can terraform versus not, and from that figure out non-UT-able tiles the other terrafo
I try to buy and do business conscientiously, but must confess I fall short a lot on my own principles. I'm doing my best to put the breaks on buying Made-in-China, for instance, not because I'm a nationalist, but because when I think about the human rights and environmental condition shortcuts made to give made-in-China immoral and unethical economical advantages, I realize I should exercise some responsibility. Its proving very difficult, though, as some things
The blue on dark blue forum categories are hard to read, really exacerbated I think by the fact they are surrounded by a white background. Does anyone else see this? Also, I'm probably (okay, more likely than merely probably) an ijit, but is there a way to change the default forum color scheme?
Note: "Tariff Stations" (tech available to Altarians) describes "All starbases now give a significant boost to the trade income of colonies with their Area of Effect." but the only effect unlocked is "Research +10%" (nothing unlocked for boosting trade income) Probably something else to look at in the XML?
Possible bug, as its readily exploitable -- I noticed the AI I had been steamrolling still showed on the diplomacy screen after snubbing a surrender by surrendering to its own ally instead of me. I decided to see if I could -- and yes, I could exploit this. Yes, I was able to negotiate a peace deal with the defeated AI and, through adding in my own techs to offering peace (I am a bit behind technologically in this game -- usually I'm not, but trying out Drengin and the war pat
Actually I may have found it? I don't know squat about XML, but did a little poking around ... someone correct me if I'm wrong here? Here's the code for the event from IdeologicalGalacticEventDefs.xml DesignRevolutionEvent DesignRevolutionEvent_Name DesignRevolutionEvent_Dec [...]
Also, good work. I like this idea. A lot of this is probably bound to be fixed eventually, but if not, I think it'd be a great idea to have an "unofficial vanilla patch" going for these XML fixes.
Could the Malevolent option for the "Ship Design Revolution" event be fixed via XML? It currently does not work -- it is supposed to reduce the mass of all ship components by 10%, but appears to have no effect whatsoever.
Trying to compare Guardian vs. Assault vs. Interceptor carrier modules .... read the in-game descriptions, then tell me how I'm supposed to have any real sense of what one is versus the others? Do they have different offense/defense ratios? There are a lot of similarly vague descriptions of things -- components, improvements, technologies. I don't think this qualifies as a bug, but ... its certainly frustrating the gameplay experience.
I think its 400, but can also get modded for range, firing rate and accuracy. Kinetics have a faster base rate of fire than missile base rate of fire, though, if I recall correctly.
Hopefully they'll strive to remain true to the series. The series of 2. There was no 3. There was no 3 ....
I think its a bit early to call anything OP unless its pwning everyone in multiplayer. Brad's gonna whack at the AI ... I think its abundantly clear the AI sucks at ship design and assembling its fleets strategically at present, its too easy to overwhelm them.
Carriers pwn early on, even before 'Advanced.' Here's a showing of what I mean: My carrier fleet (the 'Nuts Units') is fairly outdated. I gave up refitting to the latest tech eons ago since the AI can't keep up anyway -- I've pretty much won, I am allied with all AIs e
I am readily able to pwn everything with carriers. Don't even stick weapons on the carriers. I use fleet enhancing techs for offensive and defensive, which gives boosts to each individual fighters and they become pretty much undefeatable. I don't play multiplayer, but I bet my carriers would pwn your Durantium, as my Carrier fleets dole out around 800 each of missiles, beams and kinetics from my fighters and have a lot of defense in each as well -- which means before
D'OH! I dedicated a high production world to rev up military adjacency bonuses (otherwise useless, as I easily steamroll every AI in invasions) to build my elite fleets, only to find the HLS doesn't adjacency-level as I think it is intended to. I noticed it when ... yeah, a single Lar
A lot of the games I bought on Impulse now activate on Steam when I try to download and install them again. The Gamestop App is more or less dead, as you can't buy any new games on it.
Umm, you're supposed to left click on your fleet to select it and right-click on the shipyard to target it, unless you have some funky mouse with the right and left buttons reversed.
[quote who="BuckGodot" reply="5" id="3558213"] SHIPYARDS , yes. I've seen that behavior as well. But not for starbases . [/quote] It happens 100% of the time if your starbase has only one available upgrade. If you use constructor with multiple modules available to build that last upgrade for the starbase, the entire constructor disappears even though