Taslios

Taslios

Joined Member # 429611
31 Posts 334 Replies 1,973 Reputation

Theroetically you can offload the math to the GPU.... and if you are running an AMD system (who seriously does that now a days... oh um me) This does even better than if you had an intel system.... either way that is one more calculation that I would rather the game spend on AI figuring out how to kick my butt... I think this is one thing that is several fold..... 1. They don't have the full tech tree out yet. &

16 Replies 77,518 Views

Larsenex... The +10% idea would act as a global tax or break on research... I'd rather not have escalating costs that increase math that the computer has to do in the background. I think it would be better to just have more techs... or have a global production hit for empire size... again GCII did this via taxes and moral.. GCIII does not have an effective way of capping huge empires to lim

16 Replies 77,518 Views

The system is not perfect no... But if you go in and set your base constructor design to one that has multiple modules then it knows to use all the modules before ordering a new one. I've not gone down the Pragmatic path to see how it is handling the double per module in the release version of 1.7 but the issues you are having seem to stem from one of two issues. 1. you sent a constructor to a starbase manual

10 Replies 23,091 Views

Several things that should/could be done here. 1. Repeating techs that are crazy expensive but give decent bonuses... there should be one or more of these in each of the tech trees. 2. once all techs are researched, all "specializations" become available to go back and research..... 3. Stardock just needs to make more techs so that the research win is an accomplishment... not an expectation... (I always disable it cause it is so easy to

16 Replies 77,518 Views

1st Question because someone will ask it... what difficulty level are you playing? 3) Fleet attack more than once per turn. If a fleet has a move of 5, and spends 1 attack clearing the defenders, why can't it invade the same turn? Many times I;ve seen attacking Ai with an invasion fleet next to a planet spend dozens of turns trying to invade it, but failing because the defender can get 1 ship to garrison every t

2 Replies 26,045 Views

l'll answer my own question first. I tend to play custom races more than the base races ... for example, i've yet to play a game as humans not even started one... I think I'll do them next. 1. Yor. The Yor are tricky to play but they can have crazy growth and thus super crazy production. 2. Thalan Prolly the best tech tree. All the quantum techs really make for

13 Replies 53,989 Views

(I really wish this forum supported polls) So I recently decided to play through all the races again and try to play them with an open mind and play them to their "design" which meant that Alterians are Benevolent, and Dregen are Malevolent etc... I've realized that the Altarian tech tree is gawdaful... but their Ancient trait is as I felt before almost too good. The Iridium Corporation is crazy with money and influence.

13 Replies 53,989 Views

[quote who="ManiiNames" reply="3" id="3631931"] Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken. [/quote] It reall

5 Replies 7,297 Views

... Wow the venom people have for Stardocks support team. Have any of you ever opened a support ticket with EA, Activision, or God help you Ubisoft? Kudos to StarDock for actually having a team that actually SUPPORTS their software.

4 Replies 23,071 Views

Nope.... that only changes the currently building ship... it does not change the queue.. so once they build the Killer MK1 they would move to the previously queued Killer. They have the option to "always build latest Design" but on custom designed ships EVERY design is unique and "the latest" so there is no logic driven path for the system to know that the newer design is an upgrade of a previous design and not a brand new desig

2 Replies 3,726 Views

In the Shipyards there is a button to "upgrade to current design" but this button only works with the stock game designed ships. If I design a new ship and name it Killer.. and then get better engines so I go and select Killer and redesign it to have the better engines and then name it Killer MK1 or something... there is no way to designate in game that this is an upgraded ship. So all of my shipyards then have to be touched to s

2 Replies 3,726 Views

There should be rare or super costly things that stay rare or super costly. Super techs to terraform dead planets would be cool but I think it should be crazy expensive. One way of doing this would be something like the TerrorStar from GCII Station that needs like 20 components before it starts working. These components require strategic resources... <b

6 Replies 26,013 Views

[quote who="Larsenex" reply="32" id="3630981"] Quoting naselus, reply 30 To be honest, if you scale exactly (i.e., map 10 times as big, movement multiplied by 10) then it's not the same pacing. It's just the same game. The only difference is lots of empty space and dead planets, which may as well not exist because

36 Replies 589,018 Views

Sooo by and large I am liking the changes that 1.7-2 have brought this weekend. However, there are a few issues that what I would view as mission critical bad bugs. 1. Battle Viewer is once again not showing the actual outcome of battles. I have seen a lot of fights where the battle ends with a defeat, only to have actually won. Or where I lose nothing in the fight, only to return to the screen and have three ships va

4 Replies 1,447 Views