Zartax

Zartax

Joined Member # 2400441
0 Posts 0 Replies 92 Reputation

I still think you should be able to wipe out a planet from orbit. At least evil aligned races should get that option, no matter the strenght of the ground forces. Just dump a few hundred tons of plutonium into the atmosphere, and soon the planet will be sterile. Or just use death rays. Yeah, cause that wouldn't reduce PQ to say, hmm..., 0!

32 Replies 30,250 Views

One thing that does need to be resized is the engines-larger ships shouldn't be able to get insane speed so easily. i disagree. In space it doesn't really matter how big you are, you can still go the same speed because there's no friction in space. You might look slower because of your relative size but you can stil go the same speed.

13 Replies 14,145 Views

It seems to me that you then have 2 kinds of industry worlds, one that doesn't have a starport and one that does. That seems unusual to me, my main industry worlds also generally build ships. Actually, no. I only have one kind of industry world, and thats the one with the starport. The other are either economy or research, or some of both. But

15 Replies 11,959 Views

I've never played MoO3 so I don't know what that phenomenon is. Anyway, I'm not talking about some backwater class 4 planet here. I'm talking about the class 15 economic powerhouse or the class 13 research planet that will take 50-100% longer to build just because I plan to build a ship on another planet. Thats just not ok in an effective empire. You need everything working at maximum, all the time. Therefore a loss of production is not ok, especially if it can be avoided.

15 Replies 11,959 Views

Dan, I think you are missing the point here. I don't worry about wasting BC. BC I have plenty of. The waste I talk about is having factories standing empty, not producing anything which in the long run loose me many turns in building that economy, war machine whatever. For full efficiency, everything should be working 100% all the time. Putting % in mil.prod. will remove that same amount on all planets without a starport, reducing efficiency. Oh, and please listen to Marcathonas about

15 Replies 11,959 Views

True about the bonuses. The difference in production come from bonuses to either social or miliary production. Wether the military production bonus applies to the transfered production, I don't know. Someone else who has a clue? I'm also a CONTROL freak. Not really a micromanagement freak. I believe that the planetary sliders would grant more control and less micromanagement. Oh, and your english is more that adequate. <img src="http://images.stardock.com/gc2/T_DL/smiles/Sm

15 Replies 11,959 Views

Now, when non-spent social production is diverted into military production, is there ever a reason to have more than 1% in military production on the spending sliders? The 1% is to make use of transfered production. If you have military on 0% then the transfered will not build ships but will get refunded. The way that I see it, setting mil. prod. to anything but 1% will waste production capacity on all planets without a starport. Capacity they could have used to build factories, upg

15 Replies 11,959 Views

I'm intrested in the scenarios with expremly high logistics, but it seems that in those you are limited to Drengin or Terran races. Is there a way to have high logistics without limiting any other aspect of the game (like choice of race)? Also, is there a search function in these forums?

4 Replies 3,572 Views

This looks great! If we now only could (yes, I know, I'm never content! ) choose where the attachment point of the part we are placing is it would be a major breakthrough. I mean, when you place a part, you always glue it to the ship at the same point. What if I would like to have that engine up side down? Rotating it around the x-axis would place it inside the sh

84 Replies 99,792 Views

Ok, so I jumped to conclusions a bit. Tinys can have a chance against huges. But is this still valid when putting engines into the equation? I usually put 3 engines on my larger ship to make it effective even on larger maps. That somewhat takes 3 weaponslots away. Doing this on a small ship will take away almost all of it's firepower. Does this mean that, also in regards to starbases, small ships are only for defence? They can't (?) move enough to be a mobile assault force, they'll almost never

19 Replies 17,583 Views

The logistict numbers seem all messed up imo. Is there any way a group of tinys or smalls can win against the larger ships? Ok, before we go to any conclusions, let's do some math. I loaded the game where I hade the most research done and put the best weapon I had (Harpoon II) on all types of hulls to be able to compare stats. Tiny: HP: 6 FP: 6 Cost: 145 Log: 2

19 Replies 17,583 Views

I really like the idea of having free form rotation but as a previous poster I am too worried about symetry. But I guess you guys already thought of that. Anyway, a way to put multiple extras on the same attachment point would be awesome! I have a lot of design ideas that just doesn't do good since there arn't two attachment points close enough together. This alo

45 Replies 56,374 Views

I like intuitive games but there is one major problem with them. The developer and the gamer more often than not have different views on what is intuitive and what is not. That is why I would put myself in either the first or the third group. A little bit of information on how things work or at least the result of your actions will help more people that it will bother.

44 Replies 85,201 Views

I've implemented the social spending going into military spending if there's no social project. I'll try to put up a beta tomorrow. This is great! I never thought that you would be so quick to actually change something! I just can't wait to see if we get to use the full potential of all our facilities at the same time and

130 Replies 141,409 Views

First, I have to say that I love posts like this from developers! This one in particular since it adresses all the right issues. The gesture that they are willing to change things in their "pet program" to please the cutomers is truly admirable. I totally agree that taxation and spending should be separate. If I build a fortune early on I would want to be able to use it later without just buying stuff. But there are still things I would like to tamper a bit with. In the other thread,

130 Replies 141,409 Views

Now having a system that allows you to make an estimate on the results without knowing exactly what they'll really come out to, is accurate and enjoyable. The specifics of how it does, doesn't, or should run the economy, I'm not terribly interested in getting into right now. I'm simply arguing against the idea that everything should a clear-cut formula that given a

120 Replies 135,138 Views

Nor should it be possible. I'm not saying I want the game to be an extremely realistic simulation. But I don't want a game dumbed down to 1+1=2 and that's all there is to it. I want it to at least be vaguely comparable to a real economy. There we determine the model that best fits what we (I say we, as in myself and other economists) know, rather than a full out accurate i

120 Replies 135,138 Views

First, I just want to say that my post became longer that intended, but please read through it anyway. It'll be worth it! Weighing certainties against each other takes no skill, weighing two choices with uncertain results and picking the best takes skill. Weighing two choices with uncertain results and picking the best takes l

120 Replies 135,138 Views

No. You told the game to spend 100% of the income that can be spent on each planet. That's not it, ether. What it really does is take the Industrial Capacity percentage (Spending slider) times the military, social or research slider percentage respectivly, and then multiply it by the output of your factories/labs. Thats how you get the final nu

120 Replies 135,138 Views

Is this really how it works? I assumed if all sliders were set to the right (100% spending, military/social/research all rightmost) **and you had enough funds**, that you could get %100 of your potential for each category. Isn't this how it works? Well, it says 33% at the end of all the sliders if you have them all to the right. <br/

120 Replies 135,138 Views

I totally agree about the game being hard to understand since you cannot see all the numbers and stuff behind the screen. Also, I'm quite curious why, oh why, I can't use all of my factories and labratories at once, if I have the money. I quote the manual: [i]"For instance, a Research Center provides a colony with 12 tp. If Spending Distribution is set to 100% research, then it will produce 12 flasks. If you Spending Distribution is set to 50%m then it will only produce 6 flasks."[/i]

120 Replies 135,138 Views