1.02 has some don't go to war too early diplomacy changes in it. Possibly this is what you were seeing.
ManiiNames
Hard capped at six.
I know Frogboy also has a Surface 3, he's mentioned it in the past. I would bet he'd like it to run on his tablet too, so maybe there are some tickets / settings which would help.
I'll give it a try, TY.
The xml files are compiled together for each new game, if you open an older save game it will be operating from a different set of parameters.
1.02 patch notes say they made Kinetics lighter. They used to weigh 28, then lighter and now lighter still. All the same size is correct though, they always were. The truth is they don't do crap for damage and have less than half the range of missiles, but you can buy a lot of them and they have an amazing rate of fire.
[quote who="Frogboy" reply="24" id="3556336"] Or....maybe you could try remembering there are human beings on the other end of the screen. [/quote] Hear hear! Casting blame serves no purpose. Politeness works wonders.
Glad to see the list, hoping a few more fixes make it in.
Armor used to, but that was changed in late beta.
Lasers are also more accurate than missiles.
Accurate trait gives flat bonuses, so they work right out of the box. Agile gives percentage bonuses. The problem is the bonus is a multiplier, so this racial trait does absolutely nothing unless and until you manage to research Jamming technology and mount some on your ship. Then it takes your 10% Jammer and makes it a 12.5% Jammer. Not exactly blowing the doors off in terms of wonderfulness. Agile looks like this: <InternalN
Giving this a shot.
Altarians have a racial trait which makes them incredibly resistant to culture flips.
I hadn't noticed the Orange. Good show for pointing that out.
Now share your cool new weapon designs!
I find having two planets in my home system to be invaluable for expansion purposes because you get twice as much population growth to fuel your colony ships in the early game. Even if "Mars sucks, it's too small", if it does nothing but sit there and generate colonists it's still magnificently useful.
[quote who="MadzaiSA" reply="16" id="3552660"] I'm all for reballancing, but i see it other way - Armor must be the heaviest (it's armor, remember?, and this armor must protect from objects that travel insanely fast) and cheapest so even if Mass Drivers doesn't cause too much damage, protecting from them will be costly. Shields must have average size\cost and PD must have high cost but small size. If done so, Mass Driver become useful because putting real pro
[quote who="Stacked_Deck" reply="6" id="3552712"] I've got a follow up question. Does the effect of influence diminish based on distance? Let's say I have a planet that's generating a huge amount of influence, due to buildings and natural tile yields. However this colony is right at the heart of my huge culture borders, is it accomplishing anything? [/quote] You can hover your mouse over the map where cultural influence is present and see how much of yours / thei
Glad to see some improvement in Kinetics. Awesome =) Did you happen to notice if missiles can still get down to a 0.4 reload time as I laid out in my bug report?
[quote]1) You can build colony modules on tiny ships for only 38 manufacturing cost.[/quote] Yep you can. It's extremely slow-moving and has no range, but it can be done. I am personally quite fond of a cargo ship with two range extenders, one drive and a colonizer. Usually all you need. [quote]2) You can build ~12 sensors on a cargo ship from turn 1 and reveal most of a medium galaxy[/quote] Yep you can.  
Biggest I have ever seen occur pre-terraforming is a perfect 26.
Disadvantage to specializing a planet w no manufacturing (i.e. research / wealth / influence) is you'll find it extremely time consuming to terraform it. I personally want at least a little production on every planet. This is one of the reasons I like the Altarian tech tree, their specialized building yields both manufacturing and research.
I currently play only on gigantic maps and am combating the Godlike AI. I also don't do ridiculous things like surround a Hyperion Shrinker w six military improvements, because the AI can't pull that off. It's a player-only thing and thus unbalancing in my own favor. Sometimes limitations are what makes things more fun.
[quote who="Surge72" reply="21" id="3551799"] I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily. [/quote] This.