[quote who="Bamdorf" reply="18" id="3528174"] Quoting maniakos, reply 16 Quoting Bamdorf, reply 9 <br
maniakos
With the planetary resources that will come with b5 that stack across the entire empire and on large maps, the extra bonuses will skew this situation even more.
[quote who="Bamdorf" reply="9" id="3528079"] Quoting maniakos, reply 6 The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specialization
Is there a way to mod that ratio?
Aha! Many thanks!
And more to the point, the AI can't cope with it, like it couldn't do all labs or all factories in GC2.
The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specializations, all of your planets benefit from it, in constrast to the racial bonuses to specific resources. In my book that will always be a mandatory pick in all custom races.
Running manufactured resources throught their building bonuses is weird. They should receive a penalty at least to make buildings the most efficient.
[quote who="peregrine23" reply="3" id="3527920"] There are two major things confusing you here: 1) Population no longer gives you 1:1 production it has diminishing returns, and so gives you more at low pop and less at high pop. 2) You are confusing production with manufacturing at times. Production is the base number that all your other numbers modify. So first we find your production which is (flatbonus+pop)*1+multiplier. In your case 4 for capital and +
I don't have the entire solution, but you seem to be confused about manufacturing and production. They are seperate and your economy slider determines what becomes of your production. So in this instance 7.9 * 1.35 = 10.7 is correct. I don't think pop to production is a 1 to 1 ratio, it might be something else, however at this stage you get production * 1.25 from high morale, so your base production must be 6.32 = 4 from colony capital an
They said that the skyrim engine can do wonders and it shows. However you are correct seanw3, tyrannicon must have spent a month to make this vid, *after* learning all the ropes and tools. It also holds that the more powerful your tools are, the more experience and knowledge is required from the person wielding said tools.
They really really really, need to make a fantasy RTS with this level of detail... Along the lines or Shogun Total war.
I thought I new what mass meteor shower was... Then I watched this vid (5 times? lost count..) and my eyes are now fully open.
Too epic not to post!!! [video]http://www.youtube.com/watch?v=M2DshotexMU&feature=related[/video] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] One of the best machinima I've seen ever! Enjoy!! PS: This big basket right next to me is for your Karma donations
I also loved the defensive statues, we could have more of that. in a tiered fashion.
There is nothing to solve. I could also suggest building teleport gates at cities as an endgame building, but the *other* guy in the forums will go bezerk reading about allowing more accessible teleportation. You must understand that in strategy games you must split your units and/or post garrisons to defend you holdings. If you feel cheated that you must do this then you have to switch genres, preferably to rpgs, where all your units are always in one spot. I also believe tha
The problem is you have too few buildings to build over a very long time, and no buildings that can be built more than once. You run out of the buildings that are a priority way too fast and then you build anything. It's also problematic to have loads of stuff to build cause then the cities become too big on the map, so there's a limit. Also strategic resources should be added that work like this: If they are part of a city, then they give a % bonus to a particular re
Armor is also needed in the regular melee once stronger weapons are introduced. Armor can make a big difference. It can decide if you win or loose the unit, regardless of the outcome of the battle. And you won't always get the first blow. I also noted the spear maiden, but at that stage My *army* was in better armor. And I wasn't focused on an Armor rush tech strategy either.. I was just researching all the affordable tech. There is always the is
[quote who="ddd888" reply="1" id="3091212"]they probably focus researching something else i suppose[/quote] No, even by midgame they still don't use armor.
Ok this problem existed in Galciv2 as well: The AI keeps designing and building units with no armor. And you just crash his armies with your troops that can take damage. I understand that this might also be part of a shock troop strategy where the best weapon is chosen to build inexpensive troops, but even in such a doctrine, one needs units with armor as well. The loss of one's units is a bad thing. This is especially true during the start of the ga
You can a second effect of a buff by also casting it in combat????!?!? that's imba! gota try this, and it has to get fixed...
You know it's the same person doing the AI! You get the bulk of the factions units once you/he declares war, and then a constant flow of attacks from his cities.
Aw don't Soon us..
I always get -5 spell resists in .85. free picks if you ask me.