[quote] CodeCritter mentioned this in another thread: If the ship is in a fleet, the best FSE module in the fleet becomes the active FSE ship. The movement points for this ship are ignored when calculating the fleet speed. So, the fleet's moves will be based off of the ship with the least moves in the fleet (not counting the active FSE ship) plus the FSE bonus. Now, whether this changes how I design
Purge
[quote] Purge, you are correct. If you remove ship B, you'd get 16 moves. [/quote] Thank you! I wanted to make sure before I start planning command vessels with no engines for later stages of the game.
[quote] What do I want? Not much really: -Multiplayer -Carriers -Epic Generator [/quote] Those would be beyond "tweak"
If I understand correctly, this fleet would have move 14? Ship A ( 14 moves ) Ship B ( 12 moves + 1 FSE ) Ship C ( 15 moves ) Ship D ( 1 move + 2 FSE )
Someone posted this on another thread, but it's been a long standing one with me as well... - Have an option for ships on auto survey to not explore black holes. I'm often running several ships on auto survey and I would like for them to do double duty as scouts/explorers for my colonization rush. Every time one of them hits a black hole they become of limited use, especially on the big maps. I usually just build extra survey ships to cover my losses... BT
I just know somebody out there is holding out to be member #42....
So who all is playing with TA beta from the GDs? I've been fiddling. I saw dystopic over there today and I've seen Drengin lurking around the corners. Who else?
[quote] However, to be critical maybe my research was lacking. I never built any farms or moral buildings, I upgraded to the one below Industrial sectors and Stock exchanges fast. I had more money then I needed from mid game onwards. So my first question is should I as a rule build for extra population. (maybe for score?) And what is the balance roughly for factories/econ is it 50/50 as I had? [/quote] The extra population will help your score and economy. This is especially tr
[quote] Try saving it *after* the button disappears, then reload. BTW, version 1.0 is free trial which can be played without buying the game. So it is written in Licence Agreement. I certainly hope you mean that as a joke. [/quote] I suspect he is confusing the playable demo version with the 1.0 version.
This thread is for TA suggestions. Basically, if you don't like something, or think some design choice should be re-thought, post it on this thread. Do NOT post bugs here. Do NOT post major suggestions. This is tweaks only. I'm hoping this might serve as a thread that will help Stardock put on some polish over a rough edge or two that we, collectively, are sure to spot. Put a dash in front of the suggestion, and try to separate the commentary a touch (suggest an extra return) so that sugge
Excellent! This way you don't get 1500 bug e-mails telling you that you misspelled a word.
[quote]I'm a US-born grammar nanny, but I still sometimes enjoy flavour in my spellings. And since this merry threadjacking is well underway, I have to scoff the UK/US squabble when there's a much more worthier point of mockery: apostrophe abuse. Apostrophes don't mean "Hey, there's an S coming up." They indicate missing characters in a contraction or that a noun ending in S is possessive. (And, in some fonts, they also act as single-quote marks.)[/quote] thi's i's a l
If you fleet it with a bunch of ships with no engines, the entire fleet will move at 5pc a week. AKA you need to figure out what the speed of the slowest ship in the fleet moves at and then add 3 to that to get the new fleet movement value. There is no reason for having more than one warp bubble per fleet. At least this is how it is working in my Arcean game.
[quote]It might be handy to have a pinned post for the TA beta bugs as alot of the posts are 'going south' real quickly.[/quote] I really like this idea. It would be especially useful for those things that aren't worthy of a smartexception and all that jazz. I.E. Things like typos and missing descriptions that would be nice to fix, but still stuff you don't want to get dozens of bug reports on.
So, for the first time ever, I am building tiny ships in significant numbers. The Arceans have a new tech that produces a warp bubble that improves the speed of an entire fleet. You can have only one per ship and they do not stack with each other in fleets. They do, however, fit perfectly onto a tiny ship. So, take those early defender class/style ships with no engines and fleet them with one tiny ship (logistics 2) carrying a warp bubble and you now have an early decent fleet that c
[quote] Purge also has an excellent AAR out there that even includes save game copies so you can watch step by step. I don't remember the name of the thread or I would provide the link. Hopefully you find these game reports informative. [/quote] [link="https://forums.galciv2.com/?forumid=350&aid=163571"]Detailed Suicidal AAR for DA[/link] It's a reasonably good example of this too. [quote] If you haven't been
[quote] Well that explains why concepts of malice aren't showing up in my tree! You may have a bug. I was able to get to Planetary Improvements with just grav control as the Arceans. I had researched a couple of other things first, but no more than three or four other early techs at the most. The ethical tree is a different story. It can't show you "concepts of malice" yet if you
I was able to build Arcean ships with engines. So that shouldn't be it...
This is more commentary than bug. But are the Arcean colors giving anyone else a headache? I mean that literally...I don't remember that being a problem before.
Well that explains why concepts of malice aren't showing up in my tree! You may have a bug. I was able to get to Planetary Improvements with just grav control as the Arceans. I had researched a couple of other things first, but no more than three or four other early techs at the most.
I noticed two more on the tech tree. Final missile tech no longer has any improvements listed (from the tech tree anyway) The last research item in the xeno ethics chain appears to be missing, so no MCC, ASC or No Mercy Invasion Center. Plus whatever the neutral and good equivalent buildings at that level are! At least I'm assuming this is an oversight.
It looks like they updated DA today as well. If I'm interpreting things correctly, this bug got fixed??
One clarification. I don't have a set order of techs to research, but a set mental list with me shuffling items up and down a touch based on immediate needs.
Thank you very much for your response! I feel I have a better understanding of why and how you are playing the tiny maps. I find this especially interesting, because I have reached many of the same conclusions on larger maps, but with slightly different reasons and applications. The best way to beat the AI is to travel a path of optimization it simply can't anticipate or see. I am surprised to see such parallel thinking on the opposite side of the map spectrum. I'm
It's a good idea. I'm just not sure where to send you. Here are a few links to get you started: [link="https://forums.galciv2.com/?forumid=346&aid=149242&p=1#1315371"]The Death of Morale Buildings[/link] [link="https://forums.galciv2.com/?forumid=357&aid=148993#1326037"]NLC's and Industrial Sectors broke my economy[/link] [link="https://forums.galciv2.com/?aid=152796#1309189"]Production explained - how various bonuses apply[/link] One of the biggest things you are