To follow up, I noticed invisible Super Dominators in my latest Beta 4c game and tried an experiment. I saved, exited and then reloaded the game and the invisible ships reappeared in the game. I hope this bit of information is helpful in resolving this issue.
Mac2411
[quote]Now I've so far played the Humans, Arcean and Altarian all of whom play identically. It's not just the economy I'm finding the AI not suffering penalties from. They have superior Social and Military production and can pump out Conolly ships like no tomorrow.[/quote] I may be pointing out the obvious, so please bear with me. None of those entities listed in the quote above have any significant production bonuses. In fact, in Beta 4c, the Terrans have a military production [I]pen
Yes. It always increased influence has as far as I know. Also adds research points and increases the speed of ships that are constructed on the planet.
[quote]First, the Recruitment Center is one of the BEST early buildings. It is cheap to build, adds 10% econ, and more importantly adds 20% pop growth. Pop Growth is an important stat early that is largely overlooked. [/quote] Very true. I also try to get to Xeno Medicine as early as possible.
[quote]On a slightly sidewards note do you guys see blank sections in the ship list when you open up a stock ship in the designer? By this i mean the list of parts attached to the ship at the top of the right hand screen. I am wondering if the blank parts have something to do with it as i never get the issue with custom made ships.[/quote] Yes. This is also a recurring problem. I thought it was fixed at one time but reappeared in the last Beta from my observation. This can cause cras
I've been seeing this throughout every Beta of TA, including the ever invisible Drengin Super Dominators. In this Beta, I even had a ship disappearing in the Shipyard when I would try to upgrade a design. Every time I tried adding a Stinger III missile, the entire hull would disappear in the ship design screen. ONce I changed from trying to update an existing design and chose the same hull from my templates, the problem went a way. I had never seen that one before. While not game breaking
I always play on "painful" level or above as Terrans. Now, the Terrans do get a pretty good economic bonus, so you can take my comments for what their worth, but I have just not had the problems to the extent the OP describes (and I note he is playing Terrans as well if the post is accurate). The economy must be more carefully managed now and I think that is a good thing. First off, one needs to increase taxes early on from the base 33% level. I run taxes at 49% early on and slowly
From what I've observed (and it has not been careful observation let alone anything remotely scientific), Neutral choices move one little if at all. Thus, multiple Neutral choices are not likely to move one from the depth of Evil at which the Korx typically start (without modification). Moreover, Evil choices tend to move one down the Ethical line at a greater rate than Good choices.
[quote]I've stopped using the Thalens as AI enemies on my games, it's not fun when you can predict the entire galaxy culture-flipping to the Thalens -every single time-. [/quote] Seriously, I have yet to see this happen-even playing painful level and above. The Thalans have yet to cutlture flip a single planet in any game I've played. They do, however, regularly build one of the most formidable war machines in the game. Perhaps this is because I'm playing large or huge galaxies with
I too have noticed that the Thalans build a lot of embassies. However, I've yet to see them culture flip a single planet. Further, they are regularly one of the more powerful AI races in my games and I think that giving them factories early on would really unbalance things too far in their favor.
In my experience the Peacekeepers attack everyone and everything in their paths regardless of location on the map. I know that doesn't quite fit the description given, but that is what they do. I believe the Devs have stated they are working exactly as intended.
[quote]I haven't seen the Thalans do anything but build embassies, and their colonies never even get close to a billion pop. If they've built a single warship since they arrived in TA I haven't seen it.[/quote] This is not reflective of my experience with them. In every game I've played, the Thalan have had one of the most powerful militaries in the game.
[quote]I think full maintenance for ALL ships is an excellent idea. Minifreighters are already exempted (unless it's displayed wrongly in the leases/maintenance tab), and it prevents the player from hoarding transports or constructors like there's no tomorrow. Something like half maintenance for ships in planetary orbit that didn't move in the previous turn should be considered, but I really don't see why you should be able to operate a ship a a freebie simply because it has no weapons built on
Quite honestly, I don't think I've ever even built a military starbase in any game I've played. Even if starbases were strengthened, I probably wouldn't build many if any. Fleets are where it's at and I recognize that-I think I've repeatedly stated that the starbase would ultimately still require fleet support to survive long term but that the one ship, one shot destruction of a leviathan starbase just really should not (in my subjective opinion) be possible. With a starship versus starship,
We clearly disagree. So much of this is subjective, I don't think we're ever going to come to middle ground. Rather than addressing all of the points you raise, which is more time than I have available, I will address a few of them. [quote]The starship costs for maintaining a fleet are already massive. Using Constructors instead will be cheaper. [/quote] True, but if you already have a juggernaut of a starfleet ready to attack the enemy as soon as your constructors finish building
[quote]Just thought of one other really, really needed item -> right now when you direct more ships to a planet than it's starport can support they seem to just disappear. no warning, no nothing. [/quote] Wow, I never noticed that before. I rarely fill up starports though. I would agree that implementation of your idea would be a good thing.
Roxlimn, Like I said, reasonable minds can differ. Still, I think you should carefully reread my post because I don't think it states quite what you think it does. [quote]That line of thought goes to "reasonability." Many of the points of discussion here focus on "defense." That a Starbase ought to be able to "defend" itself. The problem is that allowing even "just" a Military Starbase to "defend" itself essentially turns it into an instant attacking juggernaut.[/quote]
This doesn't add much, but I like the new economic system. More challenging is a good thing. Quite frankly, ships were far too cheap before and economies probably should not be able to run at 100% all of the time.
[quote]- Edit. I'd still fly right past them every time. [/quote] As well you should, if you can. Let me preface that this post is not intended to be solely directed at the poster whom I quote here (he or she has made good points as have others) but is a commentary on the debate taking place as a whole in this thread. I am about to restate what I see as the obvious here, so everyone please bear with me. I agree with some that have posted in this thread that military starbas
[quote]Just to make a point, but a starbase is a sitting duck for any ship that can lug a large enough and dense enough object up to a decent fraction of light speed, or for that matter a single battleship or dreadnought class ship with high end railguns. It sits still, it does not matter how many offensive or defensive weapons it has. It sits still, you throw a big enough fast enough rock at it, its dead. [/quote] This viewpoint pretty well undermines nearly all of the imaginary princi
[quote]Abundant/Abundant/Abundant for habitable worlds, planets, and stars. I was playing the Korath, and I'd put three points in +Research. I was also running at 50/0/50 until I was done colonizing, and switched to 0/50/50 and 100% spending. Research speed currently scales according to number of worlds - so you're going for rare, and seeing fast research and I'm going for abundant and seeing slow research. What's needed isn't a general "slow everything down" change, but a cha
[quote]A few of my observations. Not too original, but they haven't been fixed. 3. Arcean continue to struggle against other races. 4. Creativity out of control. 5. Tech reseach is too fast. [/quote] I agree with 3-these guys need some additional help. Perhaps the Stellar Forge could be further enhanced. I disagree with 4-I like it just the way it is but also admit that it would not kill me if it went back to the way it was before or was nerfed back to a
[quote]Last night, I started a game on Very Slow, and it was incredibly slow. I mean, 77 turns to research planetary invasion slow. I think it varies from game to game. I don't think this was "too fast" or that the research needed to be "significantly slowed down." [/quote] That's just amazing to me-just incredible. What race are you playing and what are your picks? At what level was your economy running? I ask these questiosn because I've NEVER seen it take that long for AN
I agree. In fact, while I recognize that some folks out there may differ, in my opinion the research rate is way too fast on any galaxy size, even with rare habitable planets and tech set at "very slow." My observation is that this rate for research is something new for Beta 4 and 4a. Beta 3 through 3d seemed much better in overall speed, i.e., they were slower. It would be nice if either the overall rate was slowed down, or, even better, new slower research rate settings were allo
[quote]It will always hang if you accidentally 'blind' navigate your ship into a star. Happens a lot when I'm using ships to explore. The 'Find' button will not work in these circumstances. [/quote] Yep. I can usually find the ship causing the problem in a few seconds by just scanning the map. That exercise was not necessary in prior non-Beta versions of GalCiv II-it was automatic that a ship stood down when you ordered it into a square into which it could not move. I've no