Wait 20 minutes later ... Wait ima walk the dog
Gilmoy
Agreed; but this is a known issue. In one of the August dev steams, Paul mentioned that we're seeing an incomplete transition (metamorphosis?) from the original concept of shipyard-as-starbase. Hence, they must share a base class :) for their common attributes: hit points position renaming UI sensors can dock fleets display-ability in the Starbases list They just don't (yet)
B3. Govern all planets For each planet, I check its build progress. New planets (colonized or conquered) impose light cognitive load, because most turns they don't complete anything. Glance and skip. I always disable auto-upgrade for every planet, and do it manually. [UI] Govern global option. I rarely assign many tiles in advance. Double-clic
B2. Upgrade ships I wonder if the ship upgrade mechanism is a placeholder. We didn't have it in Alpha 0.31, and it got added for Beta 0.40. [Bug] Upgrade costs are not deducted! (yaay! until Beta 2) Possible cause: it looks like the same window as a Quick Build, so maybe it's the same bug. [Bug] After upgrading all ships in a starbase(?) (and after it's done), each shi
More 0.41.2 gameplay comments. I will try to steer my comments to what I call a gameflow level. That is, I'll take a tour through my actual in-turn play-by-play methodology, and note whatever sticks out as being ... not smooth . Generally, anything that forces me to pause and drill will interrupt my trail-of-thought, and become a gameflow obstacle. These lean toward repetitive player tasks, and whether the UI handles them well
First, I'll give a perspective on Beta. I'll use this to wave off entire categories of bugs as "straightforward, not worth harping upon". Then I'm going to steer toward the gaps, like a survey ship on Meander. A. Metaphor: Beta as onion, with unfinished freeway ramps Of course, I'm just a (newbie) player, with no knowledge of Stardock IP. But it seems to me that we've been entrust
Note that IEC/NIST have long ago (2008 :)) disambiguated the SI prefixes. K = kilo := 10^3 M = mega := 10^6 G = giga := 10^9 T = tera := 10^12 These are strictly decimal prefixes now. There is no more ambiguity. New binary prefixes have been created to take over the 2^10 role. Ki = kibi := 2^10 = 1024 Mi = mibi
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Well, open competition vs. players just as skilled as you will already encourage that. But within your subset of core techs ... take them breadth-first! :) e.g. I've taken 39 techs without W3 Weapons Specialization, and its cost is now >= 6*46 + 1 >= 277(!). I'm going to get that cost up to 400+ before I do weapons. This strategy is viable against the 0.41.2 placeholder AIs (even on Godlike), but it surely won't work in mu
i.e. what we need is a deeper hierarchical organization of ships, where we already have: tier 0: ship tier 1: fleet of ships (limited by Logistics) and we want: tier 2: flotilla of fleets (limited by Developers) :) tier 3: galaxas of flotillas tier 4: haderachs of galaxas inexorably approaching: tier n : shelvings of galcivs That's what "Ascen
Here's research cost creep in action. Before surveying an Artifact, I always switch my current tech to a brand-new tech at the highest level I'm eligible to begin (and then switch it back). Twice, I won the little lotto of "25% of your current tech project". I haven't touched either tech since. The grant amount stayed the same, it's the bars that got wider :) <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46481
More 0.41.2 game-play experiences. 4. Gameplay: Micromanaging really, really, really, really sucks ~25 hours(!!), Turn 124. Each turn takes 20-35 minutes now. (The save file actually says "34.5 hours", but some of that was me AFK without hibernating the laptop.) OTOH, my economy has already surpassed 2 Godlike AI (Drengin, Iridium), and I'm within 2% of
[Bug] Environmental Research does not give global +1 level to Research improvements These 3 specializations should all use the same game mechanism: they globally modify all colonies, find all tile improvements of their type (e.g. that say "Research Improvement"), and give +1 level. Conjecture: This game mechanism isn't working. [x] C5 Environmental Research: has no effect</stron
[Bugs] Starbase module prerequisites: +mp, +rp out-of-sequence; +ap/+bc cross-benefit upgrade I expect all starbase modules to get reworked. I dunno if these are bugs, anachronisms from incomplete editing, or ... design intent. "C2" means tier 2 in the Colonization tech subtree. For Terrans, C1-5 = Age of Expansion, C6-8 = Age of War. Manuf module upgrade path (these replace each
When a signed 32-bit integer overflowed? [e digicons]:grin:[/e] +2.1 billion is right around 2^31 ...
i.e. you want a Constructive Solid Geometry tree that includes regularized set difference operators :) GC3 ship design is currently an additive-only solid(?) modeler (N.B. not a surface modeler) , i.e. a CSG tree with only union nodes. Since Boolean union is associative, order is irrelevant, and the "tree" collapses to a flat list (actually, an unordered sequence). Machinists have had the inverse problem forever, i.e. they make protrusions by applying material-re
I am seeing this now, in 0.41.2. I micromanage by 0.1 rp every turn. Within a tech specialization (3-choice bubble), all 3 choices have the same cost, right? But as I finish each one, my turns-to-complete for the other 2 goes up from 1 turn with 0.1 rp waste :) to 2 turns (which really means about 1 turn + 10 rp). It doesn't annoy me because I'll micromanage it down to 1.0 turn anyways. Conjecture: Every completed tech level adds a penalty to al
[quote who="mormegil" reply="1" id="3489735"]... couple thousand founders stars ... [/quote] Cha-ching!! Stardock thanks us for our support [e digicons]:beer:[/e] [e digicons]:pizza:[/e]
#18 not a bug. The move-ship-onto-starbase idiom is overloaded, and has 2 meanings: join starbase's defensive fleet(s) add to starbase's construction points there should be a 3rd idiom here: ram enemy starbase ... like Battlestar Pegasus ... darn If your ship is a constructor, and it would keep that starbase's "modules unspanned" non-negative, then it does #2. All o
[quote who="Larsenex" reply="2" id="3489532"] Gilmoy, did you initially just build the 3 factories and Solar plant by themselves THEN the Research center and finally the TC all in linear order? [/quote] Basically, yes. I build roughly: growth: Colonial Hospital (and promptly upgrade to XMC if I have it) manuf: For a world that needs "large" build capacity (e.g it has 1+ nigh-complete hex rings; or it's adjacent to an AI), I go for a triangl
Ultimately, the OP is correct. In the limit as you hit max pop, it is (almost) always better to replace a tile with a farm. (But this will hit an equilibrium point before you convert them all; see below.) However, the growth rate of 0.1 bp/t (which you can fairly easily pump to +120%: Xeno Medical, approval +50%, two food techs), for 0.22 bp/t, does impose a time delay. It is much faster to build up to other tiles first. You will generally finish building out a
I micromanage, so my turns take longer to play. I'm up to only turn 88. (Terran, Large, 3 Godlike) I hope these comments illuminate for those of us who do pay attention to the numbers. 1. Ideology costs lowered, but traversal now breadth-first The Ideology tree is revamped. All costs got lowered. However, a new rule seems to be in effect: <ul style="list-style-
[Cute] Cultural influence hole of size 1 hex renders as perfect circle Ignore the red text overlays. I get it now: it's not a bug, it's my (non-)Influence. It could have popped into existence when I destroyed some Consulate tiles to build Missionary Centers. <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46480656208841507/EF6B0E5CB38FD79C7EE7428053647C97955D5D6E/" alt
4. Teleporting Civilians (screenshots) Oh the fun we have in 0.40! Each image is a collage of 3-6 screenshots. <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46480656