Kalin

Kalin

Joined Member # 2423659
0 Posts 53 Replies 10,700 Reputation

I tend to take my screenshots AFTER I build them, in the shipyard screen, there's alot less clutter there, at least there was a lot less clutter there... just stop the ship from spinning and you're set. But thank's for the head's up for the keyboard shortcuts. Any plan on adding additional ones? like delete to remove currently selected components?

10 Replies 16,012 Views

@ Drachasor The tax system is for the beta only, Brad already said he has other ideas. It is a beta designed specifically to test things like these. Most likely, it will change back to the way it was or something more linear. As for social to military as waste. No it's not. It's waste when you have to spend money in social when it doesn't do anything. Just be happy that now when you don't have to build anything, all that extra production si

44 Replies 85,299 Views

Regarding personalized techtrees, it is VERY easy to add this in. In fact, I was half way done with this by creating a starting tech (IE: Dregin tech), give it to them as the default, and then branch a tree off of it (the existing technologies would be 'defaults' that everyone can use, while the specialized techs would cater to the race strengths, basically a little bit better than basic technologies). Of course, then I realized the AI would just go an

31 Replies 90,340 Views

hmmm, let's see, what to say that hasn't been said: Game? Sweet. Overall a very fun and addictive game, the only downside is that there are just too many 'cheap' strategies that can be used to WTF own everyone. Still, if you actively deny yourself from doing it, it is enjoyable, if nothing else to watch the AI duke it out among one another. I'm getting a strange satisfaction from "weaving a tale of the galatic expansion and conflict" rather than actually winning the game. Is that a ba

33 Replies 24,135 Views

Economically, it's much better to have the stock exchange versus a farm. Before it was a question of percentages, basically it was a question of whether or not the added population of a farm compared to the existing population would be more than however many percent that your econ building gives. Basically you end up with planets with 3-4 farms, and as many econ buildings as you can fit on the planet after the necessary morale buildings. Now

22 Replies 25,470 Views

Yes, but the yor has less points to spend than the other races because of that. I think they only get to spend 8 points versus the normal 10 for most. Some will only have 9 to spend for the same reason. Basically, every ability that you can 'select' (everything except for logistics and miniturization), will be resetted if you chose your own abilities. It's suppose to work this way, it's not a bug.

29 Replies 13,025 Views

I'm trying to find the new teran modules listed in patch notes says they have a new sub module for there own look but I don't see it. LOVE the new ship design screen that is the best part of this for me so any and all new modules you can come up with or tell me where to get I'm all for it lol... the

65 Replies 53,607 Views

Like many, I definitely agree that the squareroot formula for cash needs some work. Right now, the number of colonies you have matters a lot more than the number of people, which doesn't make a lot of sense, since it's a tax afterall. And the growth formula doesn't make you want to slow down expansion, quite the opposite, it makes you want faster colony ships and even more colonies (although it certainly does make invasions more costly/damaging).

148 Replies 173,283 Views

Well the quick answer is that you focus too much on research right? The dynamics in this game make having more balance in your empire if not your planets a better choice than focusing too much on one side or the other. It could also be that you have too much econ, which sounds strange, but in that case you should start buying shi

71 Replies 86,792 Views

For those of you who don't like the starting positions, you REALLY need to not use "Tight Clusters". Huge and Gigantic galaxies on Tight clusters rarely start off with good starting positions. Set it to "Loose Clusters", and you'll be much happier, I guarantee. The Tight Clusters option is like playing Archipelago maps in the Civ

28 Replies 43,738 Views

Whoa... the ship design screen improvement is nice. I like the change a lot. I was just waiting for the AI improvements, but this was a decent surpise. One question in regards to blind exploration though: Has there been any work done on the map generation routines? I mean, has the starting location/worlds been balanced out so that each race has a decent chance? I love the idea of blind exploration, but I find myself using ctrl-n a

28 Replies 43,738 Views

Hmmm, well, if it was indeed the bug, you could save and reload and it should be okay again. But aside from the bug I can only think that the Korx got TWO influence expand events (xenophiles?), which essentially double their influence twice, so now they have four times as much as before. It seems like this could be the reason, I've had this event myself plenty of times and culture victory easily. Of course I do usually have some influence techs and lot

15 Replies 12,453 Views

I believe many of the "technical" problems is due to the unexpected popularity of the game. They simply never expected this many people to be here using it, so the hardware isn't up-to-specs. Yes, there are some odd quirks, but I *think* they all work under normal conditions. The other things well... it's just different from a normal forum, then again, they are anything but a 'normal' company (I mean that in a good way). So I guess the uniqueness carri

48 Replies 46,166 Views

Blackhole guns are nothing, finish the missile tree and get blackhole eruptors. They do 25 damage for about the same size, and not that much more cost. The problem is, even if you can stick 2 of them into a tiny, and have a weapon bonus of say 50, you end up with a 75 attacking craft. On the otherhand, the top of the line armors, are all around 8 or 9 space (maybe more now since the size has been increased), and protects around 10 (in their

63 Replies 69,700 Views

The Drengin squandred research points on scatter gun researching. Wow, this was exactly what happened in my last game (medium, 4 opponents, painful). Me (custom), the altarians, and the dregins were fairly equal. I had just beaten down the terrans and most of the arcean, stealing all of their techs f

41 Replies 136,118 Views

Let's clear this up really quick... Morale = what the people on a planet feels. Each planet has a base morale, that is dependant upon it's population. At 1 million, you have a base morale of 99. This curves downwards, so that at 25 billion, you have a base morale of 20. Morale is only on a planet. Morale building effects this base value. That's why it constantly takes more and more morale building to make people happy as you add more and mor

13 Replies 13,540 Views

It's interesting that you brought up the idea of capital and production capacity, because I see that as the exact reason why it should be the opposite. In my understanding, a lab produces a certain amount of rp (research points) like a factory produces a certain amount of pp (production points), and this is their limit. If you spend the necessary capital, the lab will find the people that is needed, staff it correctly, and pump out the amount of rp tha

31 Replies 70,027 Views

o0... wierd. I have a gig of ram too, and just played 12 hours straight (finished a game in one go...) , didn't have any slow down problems what-so-ever. Perhaps you should post your debug.err and have some of the more knowledgeable people look around. It might be something specific that is causing it.

19 Replies 13,174 Views

The best way that *I* have found to stop the rush, is to mod the game and increase the cost of either the ships themselves or the colony module. Simply put, if it is very expensive, it will take a long time to build, and can't be bought as quickly or as many. If you set the anomalies to rare, there will be less chance of those cash events as well, which makes building your homeworld up pretty much essential. With this method, the game can be played on

14 Replies 9,787 Views

The overwhelming superiority of offense over defense (in the hands of a player, not in general) is due to the low HP of ships. Multiplying ship HP by 10 would eliminate the exploit. I don't really think it's an 'exploit' persay, but yes, I've modded and tried games where HP was 10 times as much,

21 Replies 21,800 Views

But you are forgetting that the size of the ship components increases with the hull size. So huge hulls have LESS than twice as many components per unit of logistics compared to tiny hulls. I'm sorry, have you TRIED this??? I know components scale up, but start up a game with full tech research (Battl

63 Replies 69,700 Views

Actually, the problem stems from the fact that the AI never builds fast gigantic ships and currently does not handle starbases very well. Against a fleet of these ships, the best strategy would be to have a ship with enough defenses and HP to take all those hits, and have military bases support you, or strike first. But the AI isn't smart enough, or perhaps just doesn't have the time/tech to build such monstrosities. Fast ships and better starbase supp

21 Replies 21,800 Views

I completely agree... huge ships are overpowered, and probably will always be. Not only did it had a lot more space per logistic, it had 8 times the HP of a tiny. This is by far the most important factor. I don't see how people could be complaining that their huge ship won't be as powerful as small. While I was playing around earlier with your logistic values, I also tripled the cost for all of the hulls, that really eliminated a lot of chea

63 Replies 69,700 Views