ManiiNames

ManiiNames

Joined Last seen Member # 2406907
10 Posts 99 Replies 3,012 Reputation

[quote who="mqstout" reply="17" id="3632884"] Is it reasonable to redesign the starting colony ship to be just cargo hull, colony module, and engine(s)? I noticed they come with a lot of life support. [/quote] I have two colony ship designs, one I call "Basic" and one "Stripped". The basic model has a colony module, two range modules and two hyperdrives. The "Stripped" version eliminates the range modules. Use the "Basic" model to expand into an area, and t

19 Replies 23,709 Views

[quote who="COSIAN" reply="1" id="3632579"] Can't you just remove the ship yard on the new star base SPONSER SETTINGS screen when you place the star base? [/quote] Sure, but you have to manually do it for each and every Starbase. It's a PITA.

5 Replies 19,139 Views

Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules. Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you. Patch looks good overall. TY for your efforts.

74 Replies 200,077 Views

Issue: The current implementation for the Precursor Satellite colonization event offers a choice for +2 Sensors. Unfortunately this is +2 Sensor Power, which is basically zero. Issue: This appears to only enhance sensor capability for ships and planets, I would assume it should work for starbases as well? @Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/D

8 Replies 8,050 Views

Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken.

5 Replies 7,295 Views