peregrine23

peregrine23

Joined Member # 2688337
20 Posts 276 Replies 3,608 Reputation

[quote who="charon2112" reply="12" id="3522020"] If they add voices, they should always speak in their native language and just have the text below in English when you have the universal translator. That's what Civ 5 does, the other races don't suddenly start speaking English at any point. [/quote] I don't think the game need's voice work, but if it has it, I think everyone speaking English works fine. In order to have other species speak other language

15 Replies 55,484 Views

From watching the streams, it seems like the issues raised in this thread are major blind spots for Paul. In at least 80% of streams manufacturing overflow comes up. EVERY TIME Paul says its in the game, when every player knows it's not. Likewise, every time the upgrading issue comes up, Paul doesn't seem to understand the problem. He repeatedly asserts that it is always better to build the smaller versions first because then you get the added bonus while you are building up to the ne

39 Replies 32,966 Views

Hi Stardock support, When you send me a form reply to my ticket that has nothing to do with the issues I reported and then close my ticket because I didn't respond to your irrelevant form response, it looks like you don't care and aren't actually reading the tickets. Now, I have had very good experiences with Stardock so far, so I'm assuming this isn't the case, but be aware that you are sending the beta testers that actually care enough to submit tickets a very po

2 Replies 3,507 Views

I don't believe what you are experiencing is a bug. If you attach an engine (or other part) to a part that has been mirrored, the engine also mirrors. If the part was not mirrored the engine will not mirror. The solution is also pretty easy. If you attach an engine that you want mirrored and it doesn't mirror, you can do it manually by using the symmetry controls in the top right corner of the edit box.

4 Replies 5,437 Views

[quote who="androshalforc" reply="3" id="3521484"] another example would be production vs manufacturing [/quote] Yeah, I suggested a while ago that they change production to manpower or something else that is both more suggestive of what does and more clearly delineates it from manufacturing.

8 Replies 2,242 Views

[quote who="treborblue" reply="43" id="3521434"] Staying true to your civilisations ideology should bring greater long term benefits. [/quote] I think this is were I and some other differ from your vision of what ideology means. Instead of thinking of my civ as having a set ideology that I can "stay true" to or not, I see my civ's ideology as emerging during game-play through the ideology system. This is why I really like that there is no penalty between ideology t

82 Replies 315,883 Views

[quote who="xeryx" reply="11" id="3521392"] If STEAM did not exist, imagine what a horrible world we would live in??!! [/quote] If steam didn't exist another digital distribution platform would have risen to the top. I was actually buying most of my games through direct2drive and Stardock's digital distribution service before I switched to using steam primarily. [quote who="xeryx" reply="11" id="3521392"] This is why, stores do not carry games for PC muc

14 Replies 8,355 Views

I don't think there is an easy way, but if you are willing to put in the work, you could double the cost of all buildings and techs and maybe halve the growth rate? That seems like it would approximate the effect.

2 Replies 13,165 Views

[quote who="charon2112" reply="6" id="3521262"] since the PC gaming market is having hard times. Actually, and not to get off topic, but the PC gaming industry has been doing extremely well in large part due to Steam and other digital distribution services. [/quote] Yeah, I think that comment was from 10 years ago when people were forecasting that console gaming would kill PC gaming.

14 Replies 8,355 Views

If they didn't fix it in .71, you will probably have to wait until Beta 5. They are much more interested in getting the next iteration out than fixing and polishing the current one.

12 Replies 45,984 Views

In smaller maps, the ideology buildings are essential to progressing past 2 or 3 ideology choices. The problem this creates is that the lines with the buildings in them become necessary, so instead of taking the perks I want or that fit my playstyle, I have to take the perks to get the buildings so I can eventually get the perks I want. I think it would make the ideology system work better if the buildings were unlocked at certain ideology levels regardless of which tree you are climbing.

1 Replies 13,082 Views

[quote who="emmagine" reply="8" id="3521000"] Having both options in just muddies down the game with unnecessary gunk. [/quote] It's not "unnecessary gunk" if it works differently and some players prefer it. Maybe Assembly Project isn't your cup of tea, but that's not a good enough reason to take it out of the game. [quote who="charon2112" reply="9" id="3521038"] Is that not better? It seems at first glance that it would be. I must admi

12 Replies 22,155 Views

Well, trying to parse your tortured grammar and overwrought word choices is is quite the chore. It seems that you think the game is too simplistic and should therefore have its price lowered or some complex governmental/economic model added. Unless you have some specific examples I have to say I strongly disagree. You complain that the optimal strategy seems to be specialization of planets, which is certainly true, but there are many factors you didn't consider such as the way pop

8 Replies 27,376 Views

[quote who="charon2112" reply="6" id="3520980"] Without diving into the xml, how does it work in game? [/quote] Basically, it's a building that you don't have to place on the map. It costs 101 manufacturing and produces 5 Yor. [quote who="androshalforc" reply="4" id="3520976"] i still think theres room to balance this and get it working the fact that the synthetic pop growth bonus's no longer work is definately an oversight that should be fixed soon<

12 Replies 22,155 Views

Thanks for the patch, except. . . [quote]Removed the Yor Assembly project (now handled by the fixed duration projects) [/quote] I guess I wasn't successful campaigning against this change. There is so much more micro for the Yor now and they effectively lose most of the bonuses from their most characteristic research line. [e digicons]>:([/e] Ah well, guess I'll just have to mod Assembly Project back in when the game releases.

12 Replies 22,155 Views

I think there are two main issues here: one is that ideology needs to scale with map size, and the other is that we need more non-colonizing sources of ideology. The notion that ideology is too cheap is laughable on anything below huge map, which seems to me to be the sweet spot currently. With colonizing being the main driving force behind ideology, it is impossible to explore the system on the smaller maps. The idea of invasion events has been talked about, but that would mean that you woul

9 Replies 9,523 Views

.61 Assembly project was .2 per 10 manufacturing (always rounding up) per turn. It scaled very nicely into late game: I could get 15+/turn on manufacturing worlds. .7 Assembly project was 1 per 20 manufacturing (rounded up) per turn, which is essentially the same rate as fast assembly at 101/5 pop. I prefer the project because it gives you better control, but if they are bent on taking it away they could at least make sure fast assembly was enhanced by +synthetic growth and respected

1 Replies 2,178 Views