I want a star base module that increases speed of terror stars!
Master_Lame
hey, I should have been promoted long time ago!
late in game an average colony makes a constructor in 3 turns. On big map, player would have about 54 colonies. So every turn, player could produce 18 constructors. The way AI uses its ships, player needs only strong 1 ship per 20 AI ships in order to prevent AI harassments. When next update comes out, I'll prove my theory and make save file available.
Lucky Jack, don't you get it? If someone does take the time to build so many bases, then that sector would have super colonies? and ships in that sector would be super powerful? the amount of influence produced would be enough to overwhelm the stupid AI.
that's an interesting idea, jpub. Then colonies could make buildings that increase efficiency, thus reducing the production penalties
how about combining 100 production units in some kind of animation. And make it so the animation is dependent on the position. So if you have 500 units, you see an animation that spans 5 squares. That would be cool to see. Even better, make the type of animation different for good and evil players. hehe
Also, how about some research related base modules? and why the manufacturing bonus given by base modules is expressed in terms of %? why not just have a flat +10 production units bonus? That would work regardless of spending distribution.
how about phase anomalies: they are present only X turns in a row, and then not present X turns in a row. So an exploring ship would either get lucky arriving on time, or it has to wait until anomaly reappears
couldn't you copy and paste the symbol
it's an interesting strategy. You can make several survey ships and make them follow alien survey ships. This way you can prevent the aliens from getting anomalies. heh
and I think you shouldn't post if you have no argument to make. Attacking the person instead of the argument is a common ad hominem logical fallacy.
Lucky Jack, I'm not interested in making gameplay weaker. CariElf, what I have been talking to has nothing to do with animation
I can say with 100% certainty that for every resource, there can be a star base that harvests it. Location of resources is not a factor
you have my permission :)
"By the time you get three fully equipped starbases in a sector, either you're seriously neglecting most of the universe, or the game is basically already over and you're just wasting time." Late in a game, on big map, one can produce about 30 constructors every 3 turns. Considering how wasteful AI is with their ships, it really won't hurt the player to make 50 fully equipped star bases in 1 sector. I agree with Solitair
You Stardock people better find the above info useful, cause I slaved for entire hour trying to catch an CTD bug.
BoogieBac, abilities are NOT universal. For example, if I build a Shipyard, then only the ships made from that colony get the bonus, right? The proper way of handling ship bonuses would be to use bonus value upon construction of the ship. Once the ship is made, it makes no sense to modify it (espcially by making it weaker). That's the realistic way of doing things. As for cumulative star base modules. It would be interesting to see what happens when 50 or so fully equiped sta
those forums look pretty good, but people won't go there unless the Forums link on galciv website takes them there
some newbies may interpret that as a bug. I stand by my original idea.
First Strike ships are necessary to protect the big ships against missile attacks. As I said before, they insure a triangular balance system.
The game should throw a warning message to player if player tries to build 2 non-cumulative modules in same sector Lets say I have a star base on military resource. I make a ship, it recieves the bonus from that resource. Then the enemy kills my star base. Will my ship get effected by this? I figure that all ship related bonuses should apply only during ship construction. Once a ship is produced, it can't be changed! maybe upgraded, but never downgraded
I finally managed to produce a save game file that's guaranteed to CTD. My patience has been rewarded! http://64.60.177.194/lame_game.zip
I had a United Planets event where they increased speed of constructors. All my ships got the speed bonus.
do you know what happens when one terror star moves on another terror star? the game asks to upgrade the star base and treats the entire terror star as a single constructor!
check this out: I had a star base on Influence resource. I turned it into a Terror Star, all the Influence harvesting modules stayed, but the resource itself dissappeared! is that a feature or a bug? can I just pack up the resource in my terror star and go? heh