I've noticed the same thing. Try changing the ship type to Support instead of Assault - that's my best advice.
Director
If a starbase is at a critical point on a border my practice has been to keep a fleet (or fleets) handy but also to stuff the starbase with fighters. If I have plenty of cheap constructors ( and I always do ;) ) then I pile on the weapons and defenses. The purpose is to intimidate and to prevent losing the base to a loner or small fleet that gets by my other defenses.
I supported the GalCiv2 model that basically limited ships to 2 engines unless they paid a very high price for the extra speed. For my part I like making fast ships - they get to the front quicker and can engage multiple enemy targets per turn. But I have found that warship classes should all move at the same speed - otherwise the faster ships lose the advantage if grouped with slower units. Something as simple as giving +1 speed to small and tiny
Navies frequently put out, um, 'optimistic' numbers on ship speeds. A number of French and Italian ships were supposedly able to attain 36-39 knots at sea trials before WW2; left unsaid was that no guns or ammo were aboard, and that the final loaded ship speed was as much as 6 knots less. The US also put out that its nuclear submarines were capable of as much as 42 knots when in reality they could make a bit over 30; silence is much more valuable to a sub than speed. Nucl
Um... no. Atomic-powered ships accelerate quickly and can maintain top speed for long periods of time, but throughout naval history the 'small boys' have been more maneuverable and faster. Speed is pretty much their reason-to-be... doesn't do any good to have escort ships that can't keep up with what they need to escort. A good rule of thumb for WWI-WWII period is for cruisers to have a 4-8 knot speed advantage over battleships and destroyers to have a 9-12 knot advant
I know because I ran into the exact same problem and someone else helped me out. Pay it forward LOL.
If you have two StarNames text files in the folder, even if one is renamed something like Old_StarNamesText, the game will try to load up both files and then it will flag all of the duplicate names between the two files. I renamed the old text file AND moved it up to a different folder. If you only have one text file in the folder, then I don't know what the issue is.
I only have two positions - so I suppose that makes me a bipolar tyrant LOL. Either I'm setting the individual planetary wheel to max production/max production (no shipyard production) or I use the overall governing wheel and have Research Project selected for production. I still wish the individual planet production wheel would show what happens to your overall income when adjustments are made, the way the global wheel does.
I simply went through and pronounced each name. Anything I didn't like the sound of I replaced with old gods, fabled places or names, famous personages, etc.
At the moment the only way to take out a starbase is: 1) click on it to select it 2) hit the tilde (`) to open the interface 3) type 'destroy' (without the quotes)
I have an edited star name file I will share if you like - send me an email address.
1) Either reduce the shipyard range to 6 or increase the starbase range to 5. It is annoying to have multiple planets that can run a shipyard but can't be covered by a starbase. 2) When using the Govern screen, SHOW THE GLOBAL ECONOMIC NUMBER so that I can see the effects of the changes I'm making. Now it's fiddle with the wheel, back out and look at the bank account, go back to the wheel, go back to the main screen, rinse and repeat. Also, put a click-point in the center
If we are limited to one constructor module on a vessel now, then it would be possible to set up this mechanic: A module requires X points. Each time a constructor travels from a planet to a starbase it transfers X number of points. When enough points are amassed to build a module, you are alerted. In other words, constructors can either build a base or act as a construction version of a trade ship. 2). Agree - this was in GC2 and will likely appear later in GC3.
I've had decent fun out of BE. My first request would be for more very different maps; my second would be for different aliens (and graphics). I realize that's probably too much investment for Firaxis to put into the basic game, but I hope a modder (or a content extension) will.
Thanks - I'll try moving the old version to another folder or, as you suggest, changing the extension. If anyone wants a copy of the new starnames let me know.
Okay, I edited the starnames list - yes, I went through all of it, though I did not change all of them - and it works, sort of. On starting the game I get an error saying Duplicate Stringtable Error found (see pic). If I click Continue or Skip, the game opens and runs just fine. Any help will be appreciated. [URL=http://s411.photobucket.com/user/Director_pics/media/Error_zpscc0d7762.jpg.html][IMG]http://i411.photobucket.com/albums/pp197/Director_pics/Err
Thanks Ed - as embarrassed as I am to have overlooked that, I am glad to know.
The StarNamesText.XML looks like this: xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../Schema/Lib/StringTable.xsd"> RANDOM_STAR_NAME_0<
I appreciate that the starnames mean a lot to the people who picked them but they either mean nothing to me or are actively repulsive. I've looked up the starnames file but there's nothing in it; looked in schema/lib - still nothing. Is there a way to substitute my own starname list?
From the 1800s to now we humans have moved through a series of economic paradigms. First was subsistence farming and artisanal production, next came workshops and plantation agriculture, then mass production and mass-production agriculture (fertilizers, pesticides, mechanical reapers and sowers). We are now passing from a situation where we had more demand for products than people to make them to one where we have vast production capacity but fewer and fewer people need to be employ
I'd like to see the equivalent of a fleet train, modules that allow all ships in a fleet an extension for logistics and range, plus faster repair rate.
Does anyone else have an issue with rearranging items in the build queue? Why can't I select an item and use the arrow keys to move it up or down? Click-dragging an item up a couple of spaces, watching the list re-set to the top, scrolling down, selecting it and dragging it up two or three spaces, watching the list reset to the top... This can easily be fixed and it is maddening to try to do it now.
Agreed that earning cash is easier in the new version. I suppose we will get management screens for planets, fleets, etc later on - at least I hope so.
I completely agree. One great thing about GCII was the way all ships under construction would be upgraded if you made a new version in the designer. Currently, upgrades (and construction) cost a huge amount of money. Maybe my planetary budgets will grow once the game is further developed and balanced, but at the moment it is hard to run a positive income of more than a few credits.
I'd like to second that request for buttons for top/side/front views. I use those constantly in GCII and they are very helpful.