You need to go 'outside' that screen and click on the starbase. It will show ships that are docked to it such as transports, constructors and military ships. You can click on anyone of these and then click on another hex and the ship will eject and move to the chosen hex.
Larsenex
Great thank you!
So I upgraded some parts on my system. I got a Samsung Evo850 SSD (500GIG), Bumped up to 16 gigs of Ram (Gskill 2400) and upgraded Video card from GTX 670 to GTX 970. I did a complete new install of windows and put steam on the 1 terrabyte platter drive and installed the 'steam library' (for GCIII) on the SSD. I also set my page file to 'disabled' this time around catching a blurb here about this person having no issues when he did this and also had 16 g
Rhonin, I love both the Enemy unknown and Enemy within. They are both awesome sauce. However, there has been zero word from Firaxis in over a year on anything Xcom. I also have the Long War mod, tough very tough.
I love Xcom. Its a great game. Its a Tactical Combat lovers happy place. Firaxis did a pretty good job with it and its expansion but has abandoned it and as far as can be seen has zero plans to update or even do the same thing in 'newer' technology. If I won the Power ball Lottery...850 Million.?? I would buy the liscence from Firaxis and hire P
I like all of these suggestions. Hopefully Paul and Co. are reading some of these ideas.
I also do not want to tinker just yet till we see more of the minor races. However, she has a very good idea. You can increase the base ship movement a bit by modding it but leave the life support so they cant get anywhere till that research is done. This allows you to zip about the larger map sizes but still be limited. I say yes mod it but leave it optional for those who like the slower paced game.
[quote who="goapsgo92" reply="8" id="3520389"] I disagree. I enjoy thinking of what perks I want to enhance my play and working my way to them. I may boost evil early in the game to get the border bonus and home planet production bonus, and switch to good to get the research and influence perks, switching to pragmatic to get those fighter escorts... that's fun IMHOP. [/quote] ^^^ This. More players choices equal more fu
I am pretty sure we should see an empire wide benefit from this building. Instead its description says its tied to ships built on this planet. Also if that was the case how would I benefit? Also as has been mentioned by many here we need tags or labels on tech or race buildings that are ONE of a kind either empire wide or Galaxy-wonders.
My experiences are similar although I put in 'abundant stars' since i like a bit of reality in generation. I figure there are 'abundant stars and planets with habitable ones either occasional or uncommon with extreme types within that same context. Tight clusters on those settings gives me really good 'islands' of stars' and plenty of habitable ones while still maintaining large voids to cross. I really like it. I am going to try loose clusters after this weeks
Working as intended. If you play on very large maps with tight clusters you would be able to get 'all' Ideology perks. Personally I am fine with this as long as the AI can and will take advantage of it as well. One thing I notice is your initial choice is what determines your 'ideological' choice in regards to AI at first.
Speaking of Logistics, can we have the 'logistics' value of each ship put somewhere each and every time I look at it? I cannot determine its value till I actually put two ships together.
Charon, the maps are 'substantially' larger. Simply by doing a tile count. Immense I would says is twice if not three times larger than the largest map in GC II.
Gal Civ II had operatives that you placed on planets and could place on the various improvements to disable them. Also I do remember that when you conquered a planet there was a fair percentage chance that you could discover a tech they had that you did not. This was pretty fun. I do know the espionage that they plan will be in an expansion all by itself and will be more fleshed out that what was in GC II.
The problem with the artificial time limits is that the most likely person to abuse them is the player. If you get peace from the Yor and sell your empire to get it wouldn't you be a bit frustrated if the Yor simply attacked you NEXT turn instead of having to wait say 15-20 turns so you could crank out new ships?
Avatar's Force powers are irresistible. .... flip switch to begin release of patch.
I was not aware the AI will go and break the agreement next turn. In fact all cash for this over time agreements and peace treaties 'should' have a minimum time place on them just like in Civ 5. Peace treaty? All cessation of hostilities for 50 turns. 15 credits per turn for Beams? Ok 25 turn or 20 turns. Culture treaty? 25 turns.. All of the above cannot be broken except in war. Peace treaties cannot be broken all vi
If you are at War with that Civ, you go to the regular table. At top left on YOUR side is 'Peace Treaty' It causes a cessation of all hostilities. In some cases I can get a TON of stuff for it, in others I have to add it and a ton of stuff to get the AI to accept it.
Peregrine, I think you nailed it, in which case this is a bug...??
I always..ALWAYS loved manipulating everyone as the Terrans. Its just so 'behind the scenes' I am sure these are planned but what I am looking for... Hey Ill give you XXX if you declare war on (This guy). Hey, Ill give you XXX if you ask for Peace with (This guy). Hey, Ill give you XXX if you initiate trade sanctions on (This guy). How about we supply ships to (This guy). I want you to trade with (This g
[quote who="Bamdorf" reply="12" id="3519269"] Quoting trumpeter87, reply 10 Thanks Derek! And thanks dev team! Keep up the great work--the game has been fun for a while, but now it's getting really fun. In retrospect I made a huge mistake not paying 100$ to be a founder.
Rshara, yea its one reason I wait to build it on my primary production area. These are old leftover strings from before shipyards because the text says, "on the planet they are built". Devs need to make a pass through those special projects and clean up the descriptions and code it so they are giving that bonus either to the entire empire OR at least to the shipyard that planet is sponsoring.
Divine, My issue is not with Design. My issue is I found a 'Survey' Ship via anomalies. It was a medium hull and it had an enormous sensor suite. However it did not come with a Survey Moduel and was unable to survey anomalies. I can upload a save game.
I have a current game where I was awarded a MK 10 or such Survey ship. It has phenomenal visibility but cannot 'survey' anomolies. I raced to pick up Sensors but I am still unable to upgrade it with a module. I think its due to my not having 'medium' sized hulls. I am working there now. However, if you are awarded a 'survey' ship early on, the devs need to code that it is fully functional regardless of your current tech level.
I agree with Charon. Make the beams, thinner..and perhaps more colors and have them terminate upon target hits. I dunno if this physics is possible for the battle viewer but hey we can ask.