Hypercomputers are a trade good, apparently (I just built them) that gives +20% research. They're at the end of missile defence... so you'll either get them for 'free' if MD is useful, or have to waste a month or two getting it if nobody uses missiles.
Pnakotus
Damn. I guess you have to not scrub for easy maps then. Honestly, I'd like the same option. I hereby state that I have zero interest in the Metaverse, and will never, ever submit a game to it. I still don't want to start in a bloody corner with no bloody stars around!
While I don't have a problem with the current 'strip her down' system, having more information available is *always* a good idea. I remember when I upgraded the slow way, and there was no way to tell the stats of the bits you were already using.
Anything that makes the colony management screen more useful is a great idea. I also manage primarily though this screen, late-game. I'd very much like to see each record expand to two lines, showing more information and allowing control of social production - as everything, this could be toggleable. As a crazy idea, by chopping the bottom third off the list you could get enough screen realestate to display the tilemap for the selected planet - thus making the management screen full
What's your motive behind using shuttles as the two smallest hulltypes? I'm not sure how much 'physical' size is governed by hulltype, but cramming the caps into the top three seems a bit odd. Vanilla the 'tiny' hulls are far too small to be anything other than shuttles, but things like Defiant should surely be small?
Anything that reduces screen-switching clickage is good - ideally I'd like to be able to do everything except place tiles without leaving the planets list, including rearranging and buying social items, changing focus, checking defence fleet, changing rallypoint, etc. Really, all this could be done with the addition of a few new buttons.
Yes. This is an old problem, and it always happens the first time I load a save for a given game.
It'd be nice to have the shields on the planets list: consistency is always good. Then again, I still want to be able to see ships in orbit moving around the planet, kinda like freighters on their routes. You are supposed to get lots of information just by looking, and reducing clickage is a good thing.
Yeah, it'd be nice if the AI looked to the next step - accepting your ridiculous trade, then trading your two of your six bases for theirs back.
If I thought for a second this guy was serious, I'd be sad.
Good thing nobody mentioned this before the patch came out, eh? Otherwise it'd be another trivial, five-second problem that wasn't fixed with the patch!
Urge to flame... rising. Come on people, it's right there. Is your monitor dirty?
If I'm having trouble bribing someone to enter a war, I grab the money slider and wave it around. Almost always, if you jam it to the top, the AI says 'they're just too powerful, forget it'. Sometimes they won't join a battle for any amount of money, I guess.
Luckily, GC and SE are pretty much totally different games. SE can be a lot of fun, but it's a lot of work: my favorite SE experiences have been long-term PBEM or net games with my friends.
It's wierd - every time I read about something like this, I just finished a game where the opposite happened. I think it's got alot to do with the random AI distribution - I play on 'tough', but I'm pretty sure they AIs that end up being marginal players are the ones who got the short end of the stick.
Yeah, I wasn't sure if the name or the index determined the value adjusted by the bonus. However, I tried what you suggested and I got a single economics (the first one listed) with only the options of the second one listed.
My minimap keeps deciding to not draw the influence colours. It's done this since 1.0, and it's really annoying. It happens when you zoom the minimap - I often have to zoom back and forth for a bit to get the zoom level I want with the influence areas drawn.
How about the missing/misaligned/wrongly oriented hardpoints on the Yor ships?
The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1.
How do the different ability entries relate to the actual game values? Will a bonus work if it's 'Economics 1'?
There still seems to be a surprising amount of oversights like this remaining post-v1.1
You don't think random, super-flexible transport portals would be a problem for the AI? I'm interested in seeing a standardisation of the GUI across all windows, true floating resizable windows, a forum-standard 'pick what version of factory you want' ability, and an actual diplomacy system, with communication and politics rather than simply trade. EDIT - ZOMG yes, and a proper col
Making a star nova is impossible. It requires stupidtech, wanktech or perhaps technobabble. Who knows why anyone would want to do it anyway? Probably the same people that would cry like little girls when it happened to *them*... after all, this isn't MoO2, and the AI actually knows how to play the game.
Yeah, because the trade system isn't oversimplified, too easy, and fiddly! No sir. You must like clicking + to get the exact maximum dollar value out of each trade.
As an extension of 'what would seal this deal', I'd like a way to find out how the AI is weighting your techs. Some things are always valuable (habitat, miniturisation, etc) but some things are important to people when they're behind. It'd be neat to find out what they really, really want so you could price-gouge them on it.