Jeff Graw

Jeff Graw

Joined Member # 2619119
1 Posts 3 Replies 861 Reputation

The AI could do a simple check to see if the maintenance for those gift ships would give them a negative balance sheet.

46 Replies 23,560 Views

I did not send any spy out but now all my planets are overflooded with spies. Can't nullify them because i am able to produce a spy in 6 turns but get two or three in a turn sometimes. Yeah, sane here. Sometimes I get four or five per turn. The idea is cool, but it needs a lot of balancing still IMHO.

10 Replies 4,729 Views

That's what I did for my current game... along with defense and offense modifiers on top of the previous ones, as well as war party. Makes for some really kick-ass ships. Yeah, I know, cheap and unbalanced as hell, but fun.

29 Replies 9,958 Views

Well, you can, but it's a bit of a loophole. First, create a custom opponent, change the sliders that are locked, and then load that race as the player's race.

29 Replies 9,958 Views

Cool! Changelog? Also, wow. You guys sure work late! Edit: I just made my first power plant, and to my surprise I could only get one of them per planet. I can't thank you enough for making that call. My original fear was that planetary management would get bogged down and the build list would become cluttered, but by only allowing one per planet it's actually pretty cool. Again, thank you.

29 Replies 9,958 Views

Hey Draginol, what about some 'extra' super abilities that we can assign to custom races? For example, one could be Super Starbases. Starbases would have %50 greater output, but each upgrade would cost 250bc above and beyond the what they normally would - even for evil races. Extra abilities would be pretty easy to slap in (easy enough that you could put in one or two extra with each patch) and would add so much to replayability.

85 Replies 110,576 Views

I don't agree. dividing all of your planets in to two different populations adds way too much management at the planet screen. IMHO if anything is changed in planetary combat it should be at the tactical, and not the management, level.

47 Replies 22,570 Views

I agree with Draginol here. Most of the other Super Abilities are far more useful than the spore ships. The spore ships are more of a gimmick than anything else. Perhaps a (very slight) diplomatic disadvantage is in order though. I suspect that most leaders would be somewhat untrusting of a race with the natural ability to destroy planets

85 Replies 110,576 Views

Don't police threads, unless you want a proverbial hole torn into you. Is not telling me 'not to police threads' in and of itself policing a thread? In any case, I'm just saying exactly what Stardock reps have said in the past. Be constructive, and don't use personal attacks. Something which *you've* just ignored by calling Birne

45 Replies 22,570 Views

Oh dear, yet another of the ADHD addled "klikliklikliklikliklik WINNAR!" types. U hav 2 think wit dis gaem. There, you should be able to understand that. Don't talk like that. Yes, Birney sounds like he's being condescending, but he does make some valid points. You, on the other hand, sound like a jerk, and you haven't added any

45 Replies 22,570 Views

Ok guys, here's the best solution (IMHO) to the problem: Have a section in the starbase UI that allows you to relocate constructers to the Starbase's position. Here’s how it works: You have a slider, where you select the amount of constructors you want to relocate. The amount of constructors needed to max out the station would be should be indicted by a line on the slider. As you move the slider it will first relocate ships that are closer to the starbase, and then further away

27 Replies 19,298 Views

Here's an even better disadvantage for super hive. you can build factories in only one turn, but those factories only have x% (70% maybe?) of the output of a standard factory. Or maybe Super Hive cannot use power plants, something like that. This gets me thinking a bit. It would be fairly easy to be able to let the user give their races disadvantages as well as advantages at the race creation stage. For example, imagine a race with a 80% penalty to reproduction, which IMHO shou

85 Replies 110,576 Views

Which part of Super Hive do you feel is unbalanced? I was thinking that instead of unlimited range, that they simply start out with much greater range than other players. I'm thinking that 1 turn factories is overpowered, but along with unlimited range it just seems mind-blowingly powerfull. Imagine creating a custom race with a *huge*

85 Replies 110,576 Views