peregrine23

peregrine23

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

[quote who="DivineWrath" reply="4" id="3512180"] Not according to my experience. Any enemy ship will wake up a ship on guard mode. Its been like that for a while now. [/quote] Sentry wakes the ship up if another ship is within sensor range, how close does a ship have to be to wake up a guarding ship? because I've never had it happen.

9 Replies 4,853 Views

The point here isn't the numbers but the concepts. Of course the actual numbers would have to be playtested. That being said: [quote who="androshalforc" reply="1" id="3512210"] the +100% production is not that impressive particularly in mid to late game. [/quote] I think maybe you have production confused with manufacturing. Production is the number that comes from your population which feed into science, wealth, or manufacturing. Therefore it means that your pla

7 Replies 9,624 Views

I have really been enjoying the Yor. I think one of the best things that Stardock can do to make this an impressive game is strong delineation between races giving varying playstyles. With that in mind, I started thinking about the last two races and what kinds of things could really make them stand out. Reading through the forums, I also noticed that there are many players who want a “tall” option. I don’t like the idea of changing the base game to accommodate tall strategy

7 Replies 9,624 Views

I disagree with OP for two main reasons: a ) it is important that shipyards not be starbases so they can remain mobile and can be built closer than 5 tiles away from starbases. b ) as to multiple function starbases, I think it is important from a strategic standpoint that the player have to make choices that have a downside. It more fun and more interesting that the player have to choose between the starbase types. That said, I think the ability to build starbases with two pur

3 Replies 2,221 Views

[quote who="ClaytonHollowell" reply="9" id="3511956"] Again, refer to this document (the GalCiv backstory): https://www.galciv3.com/databanks/timeline At the start of the game, BEFORE anyone constructs a hyperdrive capable ship (IE prior to the start of the game), ALL the major civilizations not only know of each others' existence, but have a means of communicating with each other (subspace communication invented by the Yor a hundred thousand years ago). [/quote]

42 Replies 156,111 Views

I have a couple of times built a ship I really liked, only to find I had built it facing backwards. Some indication within the designer of the orientation of your ship would be very helpful.

5 Replies 6,974 Views

I actually think the Yor are at least equal if not overpowered. They do require more macro though and are a bit weak in the very early game. a ) The ability to control growth makes it simple to stay at 100% approval. b ) Not having to build farms means they have more room for other improvements and can make much better use of lower quality worlds. c ) You can't build while growing, but you don't have to be idle. Set your planet to 99% science, growth, or milita

3 Replies 11,477 Views

I feel like some are making the new system seem much more complicated than it is. The game clearly shows you what your goods and services are on each planet. It also shows your population. All you have to do in not let your population get too far above your goods and services. There really isn't any math involved. It is prefect one to one? no, but that's not a bad thing. As far as I know you will always have 100% approval as long as your G&S are higher than your population. Plus,

18 Replies 79,781 Views

[quote who="androshalforc" reply="2" id="3511669"] the approval starbase still modifies the old morale system so its currently broken at least as far as approval relics go not sure about approval modules [/quote] Sorry, I thought he was talking about the bonuses from modules on economy starbases rather than from relics.

3 Replies 9,214 Views

[quote]Starbase bonuses either don't work or don't show up, not sure which. Need to test further.. Approval star-base nodules didn't seem to have any effect at all. [/quote] They work and they show up. When you mouse over and get the tool-tip which breaks down your bonuses in a particular area you will see them. They carry the name of the starbase component.

3 Replies 9,214 Views

[quote]Next, the Yor can't go any higher than Terraforming. The next step is Disabled for Beta. Again, slight disadvantage there. [/quote] Their morale tree is gimped in the same way. I wish they would make the tree bypass the disabled techs rather then letting them block whole tech trees. I guess that's the price of playing the beta.

6 Replies 9,331 Views

[quote who="Rhonin_the_wizard" reply="3" id="3511049"] They were always mentioned as being in an expansion. [/quote] I don't have time to dig through the streams, but when I heard them discussed I'm pretty sure it was as part of the base game. EDIT: Darn, should have know better than to question Rhonin

28 Replies 132,199 Views