[quote who="ThoseDeafMutes" reply="6" id="3520269"] Culture flipping is weird because the citizens stop being their old species and start being your species instantly. Like, if the Yor can survive on an extreme world, then changed their political allegiance to some other civilisation, why would they stop being Yor? They would still be able to inhabit all of the same places they previously could. It's one of those weird quirks that come from having such a
androshalforc
[quote who="charon2112" reply="1" id="3520263"] Tight clusters does give huge areas with no stars. But I agree that galaxy generation needs work to get it to GC2 quality. [/quote] i disagree gc2 map generation often left a good 2/3 of the map completely devoid of planets /stars on the largest sizes
[quote who="AzraeldeBaphuon" reply="3" id="3520151"] I dont like that Idea but I also think more than Immense is just insane ^^ I mean how many colonies do you want 1000 ? [/quote] all of them
[quote who="Ashbery76" reply="3" id="3520120"] The answer to the cloaking makes no sense at all.Why would the humans player need to see shimmer.It's bloody cloaking. [/quote] they are worried that people will think its cheese that a fleet will just appear ( was it actually cloaked or did it get spawned ? i think it should be in no shimmer just visable / invisible possibly a s
heres a thought with the way constructors currently work if i build a huge hull Ctor and load it up with as many modules as i needed to max 1 starbase +1 module and filled it the rest with engines send it out upgrade a starbase when done send it to the next "upgrade" the Ctor would that then replenish the modules rinse repeat?
the beta 4.0 "assembly project needs to go its way overpowered the new fast assembly isint right either due to the reasons you've listed already i think the pre beta 3 assembly worked well at .2 pop combined with the fast assembly for 5 pop other then that a series of upgrades ranging from 1-10 yor for different values 1 pop - 24 production 2 pop 46 production 3 pop 66 production 4 po
they are not just robots they are synthetic A.I. which mean essentially that they have "feelings" while the things that make them happy may be different than what makes organics happy (killing organics makes them happy) they still want to be happy. as for money well the meat sacks use money if the yor want to trade with "chemical reactions in pants" then they need money aswell
i had similar issues when playing the yor anytime i bumped into a scout ship they automatically declared war
[quote who="Lucky Jack" reply="9" id="3519990"] I just finished checking RAM use by galaxy size and here are my results. The figures are all total amounts. All figures in the first table are just to the first turn. Each time, I exited the game and restarted it. Idle OS 2.41 GB GC3 Start menu 3.69 GB -- added about 1.3 GB GC3 Tiny galaxy
this doesn't really seem game breaking just needs some balancing first off once the ai gets better it probably wont go after worlds that are likely to culture flip. right now its just got a fairly simple targeting system that probobly says something like target habbitable planet if planet owned send ship Transport else send ship Colony theres probobly a whole lot more to it even at this point but the ai is still pretty primitive
the 0 is definately out of place among the +/- table i assume its there because of the scary ideology trait in which case this line should be removed or replaced with an * or somethin
[quote who="jbbrower" reply="10" id="3519828"] Also, why would ships with all long range weapons continue to close the range, even when in "attack" mode??? [/quote] these points were why i asked right now the battle viewer is very simplistic in its tactics while i dont want direct controll over the fight if the general/commander in charge of the fight is going "All ships full speed ahead and fire everything you have" that general / commander is going
[quote who="Empress_Fujiko" reply="20" id="3519950"] Quoting tesb, reply 7 the reason why i got some research and the research project is that i don't need that much production. i can pump out any ship in 1 turn and because you can not build multiple ships per turn the production is pointless. having said that i don't ne
another option is timing if the enforced peace became active at the start of your next turn the yor might have been able to attack on his turn and then the peace became active preventing you from retalliating
There isin. A whole lot out there yet for battle mechanics and until recently we havent even been able to see how it worked im sure more posts will be coming out soon about how this works
Well it definately doesent do anything for me the simple tech screen which we are forced to click through to get the usefull screen has less info then the second one and wastes most of the space in my thoughts eliminate the first screen put the advisor robot in a window in the bottom left of the second screen
I wonder if the extra population is being added to colony ships if thats the case it would only show up on planets you colonize with ships built after you got the trait i noticed that this was how it worked for the pragmatic 2x constructor modules
Another issue for ideology i unlocked death furnaces whih grant 2 malevolent ideology per turn however after building death furnaces it seema that all the malevolent ideologies only increase in cost by 2 points each since points are not spent but accumulate this means i could unlock 1 malevelont trait per turn after building death furnace's.
they eliminated the tax slider in favor of the wealth production on the production wheel i would like to see it come back personally it made more sense
view - to look at few - a small number usually around 3-10 1) yes keyboard shortcuts please 2) im sure that as the game gets more optimized things will get better 3) agreed 4) i dont spend a lot of time ( or any ) designing ships but this makes sense
will there be improvements to the battle viewer roles such as - avoid ships of type - if equiped with long range weapons attempt to stay within long range but outside medium range - attempt to flank ships of type atm from what ive seen of the battle viewer all ships merely rush into the centre and start firing (i havent actually had a chance to view any battles but the dev stream ones)
[quote who="Turkwise" reply="11" id="3519611"] I don't think the projects themselves are modified by research/economic buildings. I believe (I'm no expert, just a casual observer!! I'm just thinking out loud here!) the system works by allocating your something like this: [/quote] it was in an earlier beta im not sure if they have changed it but they said it was intentional then
[quote who="peregrine23" reply="9" id="3519594"] I think the easiest fix for this is to raise the efficiency of the projects from 1/4 to 1/2 or 1/3, but not have the output of the project modified by science or economy buildings or space station modules. [/quote] i agree with the last half but i think the projects themselves should be weaker rather then stronger. a manufacturing world should be able to add that extra tiny kink but cant hold a candle to a specialized world</
[quote who="Lucky Jack" reply="6" id="3519250"] Quoting androshalforc, reply 3 2) ships should not be able to travel out of range thats the whole point of the range mechanic the fact that atm ships can be tricked into going out of range is imo a bug that hasent been fixed yet. Except via a wor
[quote who="tesb" reply="7" id="3519562"] 2) a fundamental system discussion. do we even want such a system. [/quote] personally im not to much a fan of this system -magic money (where does it actually come from? were essentially just printing money without somehow de-stabilizing the economy) - double bonus's as was stated before and in an earlier post i made manufacturing points when converted to a project get added as a raw bonus which then gets multipl