androshalforc

androshalforc

Joined Member # 2704073
41 Posts 558 Replies 1,431 Reputation

[quote who="Rhonin_the_wizard" reply="2" id="3490394"] Will the Founder's Vault ever get any new content? Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot. Will space monsters(they were in GCI) make a reappearance? How will pirates function? Will they spawn? Have home bases? Will we be able to bribe them to leave us alone or target someone else? [/quote] will we be able to trade with

29 Replies 44,401 Views

[quote] [General] Still no tool tips/explination on global game options [Game Setup] I would still like to see a preview to show people the difference between a clustered/spiral/etc galaxy. For clarity, this would not be the galaxy used in the actual game session but a typical example. [/quote] agree [quote] [Star Map] Duplicate star name instances can appear in the ma

2 Replies 2,628 Views

[quote who="Tigz" reply="4" id="3489890"] Okay I can see if you having research inflation inside of one of the tech specializations as peregrine mentioned, that kind of makes sense. But the regular techs (non specialized ones) still don't make sense even if I count for inflation. Which if inflation is in there discourages me from wanting to ever do a research type victory. Example: Xeno Entertainment costs over ti

12 Replies 12,551 Views

[quote] So with 1000% bonuses, 1 Xeno Farm is better than 10 Xeno Factories (132 / 125). It's because Improvements do not produce Production Points, they are just % Bonus. [/quote] only because you gave such a massive bonus to manufacturing so as to make any bonus's from manufacturing improvements insignificant lets turn that around Total Bonuses 1000% colony capital population<br

32 Replies 306,106 Views

[quote who="DARCA1213" reply="20" id="3489362"] We are very sick people. [/quote] nah as long as you limit it to a whole civilization there is a disconnect between you and them you only become a sick person when you take it to the point where you can see the fear and pain in their eyes

34 Replies 102,916 Views

[quote who="twilight024" reply="4" id="3489180"] zero - you are right you could abuse far away travel by pulling troops from great distances. I think having supplies coming from cross galaxcy is a bit dumb. I'd prefer only pop and resources to be from immediate planets. Ballin - I think it would be cool if you could have a "migration" route. It would help immensely with population pressure and filling up new worlds. Especially since now planets outp

27 Replies 10,629 Views

I agree I don't like the idea of a penalty to research based on ignoring a tech branch I like the idea of a soft cap of making techs from a next age cost more if you haven't truly reached That age however the inverse should be true that techs from a previous age actually cost less to research the only reason I could think of for the current system is that your scientists have become so focused on learning to learn or make money or terraform that switchin

4 Replies 22,523 Views

Looking at early game i believe the initial colony gets 8 food and one of the early farms has 4 well also say the early speciliazation buildings are at 20% ignoring everything else ( pop. Growth and adjacency etc) placing one farm grants 50% to base production. 8-12 a second farm grants 33% 12-16 a third farm grants 25 % 16-20 and a fourth farm grants 20% 20-24 so at this point the farm grants the same bonus as a spec building

32 Replies 306,106 Views

[quote] Centre is the UK spelling of center, also the improvement itself is called Manufacturing Center, I thought it'd be best to stay consistent. [/quote] and canada i could also argue that the improvement name should be changed to keep it consistent with the discription

14 Replies 12,748 Views

I would often just set up trade routes with the furthest civ I could reach just to get the wealth from extra distance one thing I would like to see is bonus's for having a network rather then just single trade routes say an additional 1.0 to .1 X modifier per civ your trading with modifiers could include access to unique trade goods trading with two or more civs that are at war with each other having a trade monopoly with a ce

10 Replies 6,891 Views

While most of this post is tl:dr for me and I realize it's intended for someone at SD to toil through this one caught my eye [quote] AltarianManufacturingFocus1_Dec "Tooling our manufacturing centres [centers] to specialize in military production sends a pretty unfriendly message to anyone paying close attention to us. But it should make everyone in adapative [adaptive] camo fatigues happy." &nbs

14 Replies 12,748 Views

[quote who="moi-meme" reply="45" id="3489033"] Just an idea for planets: instead of being a flat hex grid, it could appear as a 3D model (sphere with an hex grid imposed on it) that you would rotate to place your building on. It is not that complicated to implement, and it sure would feel more like a planet! [/quote] I wouldent mind seeing this as a zoom option that would allow me to see the globe in more detail then the galaxy map but then unwrap for actual placement of

84 Replies 460,523 Views

I love the idea however the big problem i have with it is size what i mean is that as for size : star= planet = ship = asteroid= fleet etc. they are all the same size as far as the game is concerned 1 hex . Without addressing this first i think making realistic solar systems would be difficult so heres what i would suggest and any ui guys are proboly going to have nightmares from this the area around a star uses a different sized grid then the remaining map so the

5 Replies 8,313 Views

[quote] Its not something to really worry about. Planet improvements will automatically upgrade (if allowed by the governor settings). After a planet finishes building something, it will check to see if it can be upgraded. If there is something it can be upgraded to, it will be added to the que.[/quote] what if i want to rush build the final project?

8 Replies 10,158 Views

[quote] 2. Ship pathing creates cruxes. If for instance I want to go in "east/south-east" direction it first takes the ship straight to the east all the way and then south-east till it reaches the destination. The crux that is created can take transports dangerously off course from the "direct" route. Wouldn't it be better to go, for example one to the east, two south-east, one to the east, two south-east and so forth instead of 10 to the east and than 20 to the south-east? Shouldn&#

5 Replies 3,364 Views

its been reported that if you have a constructor with more modules then the starbase has available the constructor will not be able to be used for upgrading. also if you have a constructor with more than one module build a starbase any excess modules will be lost

2 Replies 18,578 Views

did you install and run the game? when you run the game it will prompt you for a stardock account name this will cause you to become registered [quote who="GianniDaGoon" reply="7" id="3487343"] Might not be an ACTUAL retail store, but I've paid a decent amount of money for it fair and square either way. I'm not sure how any of this is even remotely relevant to my question, though. [/quote] it was relevent to the fact that a

12 Replies 8,762 Views