njero

njero

Joined Member # 2399902
0 Posts 1 Replies 64 Reputation

-- Holding down ctrl-button could act like pressing middle mouse button? Atleast in main map and in ship building screen. Pressing middle button is clunky with some mouses. Yes, please . I hate having to click my wheel button. I invariably end up scrolling at the same time. Excellent suggestions all around.

24 Replies 19,667 Views

Continuing with the research UI, I'd like a change to how research investment is displayed at the top of the research screen. Currently it displays investment in terms of bc. I think it would be more intuitive to display it in terms of RP.

11 Replies 9,552 Views

I would be happy with the current system if only three changes were made. -the spy placement screen would not show the name of the planet being viewed until a certain espionage level was reached -any method of opening the spy placement screen before reaching the previously mentioned espionage level would result in a random planet being displayed, cycling could proceed from there as normal -before reaching the previously mentioned espionage level, only planets that have been revealed

22 Replies 14,947 Views

Danielhost: If I recall correctly from my last game, Dark Avatar checks how many starbases you have in the sector of the base you are trying to purchase, and prevents the trade if it would put you over the limit.

4 Replies 8,265 Views

I saw that as well Lenius. Because of that I was able to take quite a few of their research worlds with single transports and no invasion tactics. I nearly caught them in the endgame tech race despite having been brutalized in the midgame. It also helped that they lost half their worlds to the Jagged Knife. Almost forgot to mention: email sent, attachments attached.

3 Replies 2,269 Views

I pine for this implementation. I've always thought it bizarre that the AI can send me these messages, telling me what they'd like me to do, but I can't do the same to them. In effect, they can tell me to be wary of someone, or go to war with someone, while I can only tell them to go to war. Of course, in giving that example I just realized that no AI has ever added a declaration of war to a potential trade...

10 Replies 8,495 Views

3) If you click once (I believe on the planet image) in the planet list it should center on, and select the selected planet in the main view. I may have the details off, but that's the method I was using last night to find--and spy on--the enemies best research planets. I realize this doesn't solve the problem of not knowing where a planet is if you're just cycling through them in the planet management screen. Personally I have always found it quicker to go in and out of t

5 Replies 4,405 Views

I have a question, which may lead to a bug report, if a bug is what the thing I observed turns out to be. I (Arcean custom race) ended up in a race for a research victory (vs. Krynn) during an economic boom event. The event had lasted an unusually long time, and when it ended the Krynn were roughly 10 turns from victory, and I was about 21 (I know they got it by 8 turns). The bit that confused me is that when the eco-boom event ended, the Krynn went from a low surplus to ~10000

3 Replies 2,269 Views

I've lost on defense with a 5-1 troop ratio in my favour, and superiour tech and soldiering. I agree that it would be nice to at least be informed about the invasion tactic used. 8) I'd like to have some way of gauging what other civs are going to vote for. Voting blocs appeal to me far more than the outright buying of IPs.

8 Replies 2,591 Views

I really like the idea, especially when dealing with a fully developed enemy resource base. You've thought this through in a fair bit of detail, which is also good to see. I'm not sure I agree with all the implementation and balancing (I might favour soldiering penalties and bonuses instead of large starbase garrisons), but it's definitely something for the devs to think about for GC3.

9 Replies 8,386 Views

One further suggestion for dealing with the one-turn wars that doesn't involve a total nerf of engines: The problem isn't so much with warships as it is with transports. Currently troop transports can be built to far outstrip the speed of viable warships. I suggest reducing the hull capacity of freighters (possibly in conjunction with an increase in engine size, and a minor decrease in the size of troop, and colony modules to balance out the effect) so that we can't just throw on two ad

129 Replies 44,018 Views

I've always assumed that the point of the current fixed bonus implementation was to enable viable defense fleets composed of cheep hulls. Spend your primary defensive fund on the starbases, cover them with disposable fighters, and go conquer the enemy with your real fleet. Also, it's a cheaper alternative to upgrading old defensive designs... to a point.

9 Replies 7,815 Views

Same thing for cans of drink. Coke machines are absolutely everywhere, so it would make sense that in the foyer of a building you'd find a coke machine. It would be odd to have a generic brand. Especially since soft drink companies tend to attempt to secure exclusivity with the businesses that sell their product.

8 Replies 7,694 Views

I typically design one constructor with nearly my current maximum range (or the minimum range required to cover the important areas of the map, whichever is lower) and speed, and another with no life support and a speed of 3-6 pc/wk. I find having the cheap alternative allows some of my less industrial planets to assist with local starbase construction.

9 Replies 7,390 Views

I just wrapped up a game where this was a big issue. I was buying the friendship of a few of the AIs by selling them technology, and wanted to carefully work my way up a defensive tree that wouldn't help them against me. Difficult to do without having all the tech orders memorized by name.

6 Replies 4,812 Views