As well as shipyards, you can put a Freighter into orbit at any one of your planets, and that will become the source planet when it exits.
erischild
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. ;)
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
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.
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.
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
I would rather that information come from some sort of espionage mechanic.
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.
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
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!
[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
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
When I switched from the basic constructor to my 2 module version, it worked for me. All future constructor requests got the new ship. And it stays assigned through several game reloads so far.
Alliances are the lies that enemies tell until one side declares truth on the other. ;)
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!
[quote] its the "Pollen" who states to give +25% Manufacturing but gives +20% Production [/quote] Ahhh. I have learned something. I don't think I have used that particular Merc, and certainly not double checked it. Good catch.
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
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
Yay! Now the game is perfect again! :)
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
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
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.
[quote who="Frogboy" reply="4" id="3647400"] Quoting Zarkov, reply 3 Just noticed the Steam update and wondered what it was. The life of a Founder is a magical mystery tour! Thanks. [e digicons] Heh. Yep. Remember way back when that people were trying to s
More stuff! Along with the continuing updates (especially UI), bug fixes, and AI improvements, this has been and is a marvelous game owning experience. Thanks, Stardock!
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. :)