Thanks for the information Gaunathor. Disappointing, but not all that surprising. I think I will start fiddling around with making a less ambitious mod to get rid of maintenance on most buildings while adjusting how much is spent when making something. I'll see if there's a way to make a global constant to handle it, but I rather imagine everything will have to be edited item by item.
Drachasor
I was thinking about that. There are actually a lot of interesting things that could be done with bonus production, especially if you can also give it negative values (which I think you can). You could make larger Empires have less efficiency by putting some global penalties on the main colony building. Something small so it isn't really noticeable at first, but if you get 30+ worlds it becomes a problem. Eh, then again that wouldn't scale well with map size
I find myself more than a bit annoyed at the slider system and how it inherently seems to waste resources. Seems especially annoying (to me) after they really upped the maintenance since vanilla. Before you could kind of ignore it, but now it seems like you really but heads with it constantly. So I was thinking that it might be interesting to mess around with the cost of production/research (hereafter just referred to as production) while drastically reducing or eliminatin
Maybe you guys should read his post. He is talking about ranges places (bottom two and top three GAME difficulties) where the AI difficulty DOESN'T change. He's pretty clear that he is talking about the difference between AI difficulty/intelligence level and game difficulty. Anyhow, as far as I know, the difference is the starting resources (such as money) the AI has.
Make the module available as progressive techs after terraforming. The first lets you add +3 to a planet's PQ and tiles, the second a total of +6, the third a total of +9, etc (up to some limit). Planets would need to have this bonus recorded as part of their stats (to make sure a player didn't exceed their technological terraforming limit). Something like this would be nice. Other than that I'd like to be able to mod the game so that onl
Taxes are still based on the square root of the population? : (
I think it makes a fair amount of sense. Simply put, you don't need that many people to run a factory with decent robotics technology, nor do a large number of people need to be scientists (compared to the overall population). Divorcing production and research from population is just a way to simulate this fact; you just have to assume that the scientists in your civilization's population go to science-focused planets and so forth.
Detecting planets and even what they are like should be pretty easy in a couple hundred years though. In fact we are very likely to start finding planets similar to Earth (at least in size and distance from the sun) in the next 20-30 years. Space-based astronomy using inferometer techniques could essentially filter out the light produced by a particular star so we can focus on the light reflected by planets. Right now the sheer brightness of stars i
I think you need to carefully think over what sort of game you want and why, pdifolco. You say reality has nothing to do how you want planet discovery to work, but then say you want defenses to be realistic. Definitely the closest thing to reality in the game is knowing where the planets and stars are, especially given the tech level the game assumes all the civilizations have.
My other gripes are rather with the weapon tech tree and its innumerable marginal "discoveries" (I think we can cut down number of techs by a factor 3, keeping only "real" improvements), and the way defense work : I'd like to give Armor modules defense values vs Beams *and* Guns *and* missiles, Shields modules def vs beams *and*
Perhaps a very serious mod could fix this problem adequately. I think part of it has to do with how close together everything is. If you altered it so it was more like a MOO system, then that might be the beginnings of something. Of course, I don't know if you can have a single star represent a system of planets, but I am sure you could at least have it represent one planet (that should just be a skin issue). After that you'd have to cut
Both should be there and working if you are a good civilization (as well as two shield techs). Arnorian Battle Armor is pretty nice, and the tech itself gives ships with or without the armor +5 hp. The armor itself is a pretty good buy, though it is a bit big (as are all armor techs at that point, still a steal for 5 defense). Telepathic Defense, or rather Telepathetic Defense isn't worth researching. Save the time getting it and go after
I'll also toss in that anomalies should be able to respawn over the course of a game--or there should at least be an option for it.
P.S. the one thing I think I would like to see changed is when you upgrade a ship design all your shipyards start making that. If you upgrade the ship design and give it a different name, then all you have to do is obsolete the old design and all shipyards producing the old design will switch to the n
I agree that the square root system might have too much diminishing returns, but more population means also more influence and better defended worlds. Making very high population too rewarding could replace the current imbalance with the opposide imbalance, where high population(= many farms) is a non brainer for cash cow worlds,
There are definitely many simple, subtle adjustments that can make the combat more interesting, this range option, the ability to cloak so you can hit first, etc. However, as much as I would like for them to be in the game, it might not be wise to implement them at the moment because of various issues with how the AI will have to
I find that in general the AI is pretty bad at noticing that you are setting up to take a bunch of his planets at once. In one game I set things up to take all but one of the Dregins planets in a single turn (it was about 8 or so planets). He should have declared war on me when he saw what was going on, but he just got annoyed (this was with the highest intelligence level).
Has anyone experienced a bunch of unescourted transports come at them if they had a huge military? Perhaps the AI sees that it has an overwhelming military relative to you so it doesn't feel a need to protect its transports as much. Just a theory.
I know this would be a bit of work, and we probably won't see it for a good many patches (if ever), but I thing being able to make some combat choices just before a space battle would be a nice feature. You can already do this sort of thing with ground combat, so I don't think it fits the game philosophically (unlike MOO2-esque tactical combat). This could be used to help differentiate weapon-types as well. If mass drivers are supposed to
In multiplayer I would roll over your planets so fast you wouldn't know what hit yah with low poplations like you have. Depending on how big a difference in monetary incomes we had you might never get the change. I haven't worked out the numbers, but a higher income means you can spend a lot more on
They just need to make surrenders a part of the diplomacy system. Essentially surrenders should put the civ's planets into a quasi-owned state. Something like (the following is just a rough idea): 1. Make it so that surrenders can be refused. Accepting the surrender from a culture you are not at war with will lessen relations with the races that were at war with them. 2. Flag all the worlds as "surrendering" for 5-10 turns (o
With construction ships (and appearently trade ships), there is a bug if you upgrade a previous design. If you upgrade a ship that performs either function, then you cannot place any "capacity" items on the ship. The upgraded ship still retains the trade/construct ability (whichever the original had), and you can load the ship full of engines (or whatever) and it will still be able to perform its function when built. If you look at only the functiona
Going over things again it seems I was a bit off in my original calculation. It seems one farm is good on a planet with 10 or more squares free for its economy, and you should only have two farms if you are devoting 15 squares to your economy. 3 farms aren't wise unless you have upwards of 20 or so devoted to your economy (meaning 20 squares that only have entertainment centers, farms, or economic buildings). I plan on going over my calculations a f
I do want to emphasize that I really appreciate the 1.1 changes overall though. I can't wait to experience the better AI in terms of faster ships (and I've already noticed the changes in how it evaluates tech value). Of course, I would of gotten further along with this sort of thing if I hadn't spent a couple hours messing around with vastly and impressively improved ship designer. Kudos on all that. This thread is just meant as construct
This is how it is supposed to work. Those extra points are being "used" to power the unique abilities of that race (such as the yor miniaturization ability). I think, though I don't know, that if you leave the number of points free constant, then you can adjust the point-based abilities as you want.