androshalforc

androshalforc

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

while i have not yet played 1.4.. (actually i dont think ive played since before 1.2) paul mentioned in the last dev stream that they had a project added that would set your production to 100% manufacturing 100% military. if this is the case and the project is in there it should be reletively easy to clone that project and create 2 more that set your production to 100% research and 100% wealth this should then solve both problems of additional MM and people who

14 Replies 24,042 Views

Did they reduce the area covered by a starbase when i wasent looking? Its still 5/7/9 right? if so you should be able to get 5 overlapping without any techs and 12 if nothings blocking you with both range techs

7 Replies 15,075 Views

[quote who="trims2u" reply="10" id="3594583"] Different tech branches for each specialization is too complex, and really too difficult to bother implementing. There are over two dozen specialization points in a typical tech tree, so unique paths for each are simply unmanageable. [/quote] actually i don't think it would be that bad if the specialization techs were just the regular trees with a hint of the specialization maybe with a unique tech thrown in on occasion it wo

15 Replies 20,469 Views

Some thoughts on your feedback Combat this game is not a tactical game and never will he the devs have said that countless times before while i would like to see some impovement to how combat works we will never have controll over it. Trading i agree that i would like to see more depth on trading im not a fan of your solution. It seems to me that it would cause me to do extra work simply for the sake of doing more work w

1 Replies 4,392 Views

[quote who="jju57" reply="23" id="3593859"] Wish the opt in was today or tomorrow as this weekend is the first one I'll have lots of free time to play. [/quote] i believe they said they were hoping to have 1.4 towards the end of the month i would expect the opt in to be at best a week before that (if at all)

26 Replies 68,768 Views

So how does the stacking bonus work? From what ive heard it sounds like it increases the value of items traded for by the number of items traded for. If thats the case couldent it be exploited by simply offering multiple items? say 10 tiny hulled ships with no modules that i churn out in one turn?

26 Replies 68,768 Views

[quote who="cajee" reply="3" id="3593333"] What race traits do you find the most useless? I find the +25% economic/manufacturing/research traits a bit null as you can OP those with buildings? Better off to pick the morale/food buffs? [/quote] i think this depends entirely on the map type and game length while i dont remember all the bonus's off hand some like bonus research will eventually become useless on extremely long games

8 Replies 25,336 Views

First off id say you have a bit of work before youve mastered production my homeworkds usually churn out 2-3 capital ships per turn for research planets start with a couple of factorys to bring down build times keep morale up and a hospital or other pop growth bonus to help it get going income i cant help with ie been letting the game age a little bit But look towards setting up trade routes and tourism as for multiplayer games my schedule is to erratic so

8 Replies 25,336 Views

[quote who="jju57" reply="5" id="3592417"] The point is on large maps I can easily have 20-30 opponents. And I won't encounter half of them till late mid-game. So they can gobble up each other and become an extremely powerful empire while I'm doing the same. Many times I'm placed near a corner. That means my home world is hundreds of hexes away. Anything build there, including troop transports take 20+ turns to get anywhere. So le

12 Replies 61,633 Views

This isint just a problem with starbases but all ship combat they need to employ some form of fleet tactics ( not tactical combat but just automated combat tactics) a simple concept like stay together dont wander off should be pretty basic

2 Replies 12,590 Views

Before attempting this you should save the appropriate files so that you can restore them fairly easily The problem is the space between amusement and park i believe that should be in improvementdefs.xml so to fix it would be to search for improvementdefs.xml open it with notepad or a similar text editor search for the words amusement park and replace it with AmusementPark this will change the core file and not create a mod yo

13 Replies 11,249 Views

But then you would also need to add in a system of immigration that you the player could controll ex we've just colonized mars its a low class planet in the middle of our empire what should we do with it. ; leave it alone it will grow on its own and its proximity to earth will make it popular. 2) we've just colonized alpha Centauri its a medium class planet on the edge of our space, we've also determined that in a few years it will also be on the edge of dren

11 Replies 19,984 Views

[quote who="jacate" reply="8" id="3591225"] No idea. Diplo' was out of the blue, but in hindsight that should have been an obvious win con'. I kind of thought, with the United Planets, that I had to be elected ruler similar to MOO2, and couldn't just win an allied victory. Hell, I would think that all my allies would have to be allied to get such a win, but I know for a fact some of them hated each other. That's why you RTFM. Also, is the starbase sp

11 Replies 31,151 Views

What about combining this with military starbases? economic starbases effect our worlds so can we define enemy worlds as a target? if so we. Should be able to create a module that reduces trade revenue by -1.00 multiplier if we could also add or remove planetary defense you could make a military starbase that makes a world immune to invasion unless the starbase was taken out or make a starbase that would allow invasions if p. def is above 150%

7 Replies 31,347 Views