Pnakotus

Pnakotus

Joined Member # 2406981
3 Posts 101 Replies 10,140 Reputation

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.

10 Replies 7,679 Views

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!

5 Replies 4,644 Views

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

6 Replies 9,968 Views

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?

8 Replies 12,555 Views

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.

12 Replies 5,040 Views

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.

12 Replies 5,040 Views

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.

26 Replies 12,280 Views

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!

11 Replies 8,191 Views

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.

13 Replies 8,432 Views

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.

9 Replies 10,018 Views

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.

4 Replies 4,249 Views

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.

5 Replies 4,333 Views

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.

13 Replies 10,310 Views

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

56 Replies 33,129 Views

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.

11 Replies 6,152 Views

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.

12 Replies 4,322 Views

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.

12 Replies 4,322 Views