erischild

erischild

Joined Member # 4577343
13 Posts 624 Replies 1,193 Reputation

Really good thought, but no. I am already using more mods and modding than I have for any other game ever. I am also remembering why I did more interviewing of network programmers than actual programming. I hate debugging! :O I am not ready to take on core game files for a cosmetic enhancement just yet. ;)

4 Replies 8,657 Views

I took the reduced nebula mod and reduced it to about 1/4 of what that was. I now have nice dark galactic backgrounds where most of the map colors show very nicely and I have a hint of nebulae off in the visual distance. Very evocative. Unfortunately, none of this works in MP, because you can't have mods. Every session of MP is a crapshoot as to whether I will actually be able to read the map without moving it back and forth to get some of the darker spaces behind the

4 Replies 8,657 Views

I haven't explicitly thought of it that way, but indeed, my internal territory is chockful of starbases that provide visibility. Not only economic starbases, but any gap between the economic starbases probably has an opportunistic mining or relic starbase stuck in there. Some of that is obviously a function of the density of the map in the first place. But so far, in my usage, I haven't had a real need for planet based sensors.

3 Replies 5,146 Views

It isn't really going to do anything. Every so often the AI gets an urge to say something, anything, and this time it is saying that it doesn't admire your economy, respect your military, or want to be your friend on Galactic Facebook. Such is the nature of interstellar trash talk.

11 Replies 23,747 Views

I disagree with your 5 assumptions of what the improvements are supposed to do. I think they are meant to serve as part of a synergistic economy mechanic of flat and percentage bonuses that will let the player accomplish interesting and amazing things with a degree of creativity. They might use a nerf from a start value of 8 down to 6, but that is the most I would do, if that. I think the inbound flat adjacencies are an excellent idea and enjoy working with them in my planet plann

12 Replies 13,436 Views

I name one of a kind component ships. It doesn't help when looking for ships in fleets. I can envision having designs that are unique enough to visually stand out in fleets. Most of my designs do that anyway. :) But you still have to look through all the fleets. I want sort-by-name to have an option to list ships in fleets. That would help me and my usage.

8 Replies 7,332 Views

It is my impression that it always looks at the combination of build time and travel time for ordering constructors. I have seen constructors cross wide spaces instead of sourcing locally, but it has always been explainable by the fact that the local cues are filled with builds for warships and such. In fact, I deliberately fill some build cues to spread the constructor build load. In my current game, I recently did a massive readjustment of my starbase requests to account f

5 Replies 24,221 Views

Ouch. I can see not really needing it for the map, but the ship designer would be a different thing. It is active in the Detailed reports on ships. You should also check out the free camera mode in the Battle Viewer! Good luck with the rest of your Monday!

3 Replies 16,516 Views

[quote who="General Pants" reply="11" id="3648025"] * Please don't even mention the factions available on Steam... they are, at best, a reservoir of (badly edited) foreground and background pictures. Nexus has about three dozen much better factions, but even then we are still well short of the 'promised' 100 faction game... [/quote] According to my faction list, I have found 120 different factions that appealed to me when I was being picky about establishin

24 Replies 87,045 Views

AI improvement placement has gotten better. It still has a ways to go. I suspect it is one of those areas that gets ongoing incremental changes that won't be dramatic or visible but will slowly improve this portion of their game over time. I don't think the math is all that hard, to reference the above discussion, but the possibilities and trade offs get subtle, involving what emphasis you want or need from the planet, improvements that offer combinations of adjacencies, coloniz

24 Replies 129,790 Views

Although your original ships get percentage bonuses from some sensor specializations, to get really noticeable sensor range, build new boats with the newer sensors and better base sensor values. Then the percentage bonuses will have something to work with. It takes both factors to really get anywhere. The mechanics involved are meant to make sensor range a challenge, but it is worth the effort. Gotta see 'em to shoot 'em!

7 Replies 15,477 Views

Good advice above. As an early-mid game tactic, I have a design that adds to my sensor barge. It gets a Survey module, a couple engines and a couple life support modules. No weapons. The "SenSurv" can either accompany war fleets as an AWACS equivalent, or, in times of peace, claim anomalies and remove fog. A touch later, with a little bit more miniaturization, I have a sensors and engines only boat that can really see things. Any way you do it, proper int

9 Replies 58,615 Views

Confirm I have seen skips in the FOW reveal in latest patch. Just checked my homeworld and the Txlrp is giving +25% manufacturing according to the Planet tooltips. Ejecting the Txlrp changed the Manufacturing numbers but not the Production numbers. Didn't run the numbers because I'm lazy like that, but they looked right. As for 25% or not, it is possible to lose track that the +25% applies to only the base manufacturing and not to the current total. If ther

30 Replies 49,312 Views

I use fleets with offense and speed to chase down incoming fleets. I have empires much too large to station a bunch of beefy slow ships all over. Patrolling sensor barges hiding behind bristling missile fleets. Don't wait for them to attack you, hunt them down and kill them! For early game, it's a slightly less intimidating version of the same philosophy. Still, in a large empire, the best defense is an aggressive offense. That's my theory, an

8 Replies 29,785 Views

I give up at 4 warring enemies if I can't buy one or two of them off. Lately, they have been much more actively implementing and following up on war declarations. Nasty. If I see multiple fleets with transports incoming, and I am still working on my ship techs, then I am usually ready to give up with whatever dignity I have left. If they have left me alone past turn 100 then it becomes different. I am likely to surge past in tech massively. I had one

21 Replies 107,195 Views

The names "shrinker", "research", and "wealth" are reserved for three special purpose planets doing military buffs and one per empire buildings. Otherwise, a planet is a planet. :) If you sort by name, the lower case names all bunch together.

6 Replies 23,320 Views

Congrats. Mine had an irony in that I had built up well over 1000 hours before the achievements were installed. It finally tripped after another 1000 hours, I guess, because I noticed it later. I thought it was unfair that I had to reach a bigger number than other people did to get the same achievement, but then again, there was no worry I would hit whatever threshold they set, sooner or later. Addiction like this guarantees it. :)

3 Replies 31,863 Views