FreedomFighterEx

FreedomFighterEx

Joined Member # 5293002
5 Posts 140 Replies 5,679 Reputation

[quote who="Syrkres" reply="9" id="3676619"] Another problem is if you decommission a ship or starbase which has an admin, you loose the admin as well. This does NOT seem right. [/quote] It assure you. It is intention to be like this. This does not mean it can't be change in the future. Dev do gave an easy fix for this if you don't like how it work currently. Mod the game file and give 9999999999999 admin instead. AI also benefit from this however.

18 Replies 39,394 Views

[quote who="Aemun" reply="3" id="3676511"] Doesn't seem like that should be intentional. Why would a destroyed ship need administrators assigned to it? [/quote] To prevent player from "game" it. This is respond from Developer himself. There is a long discussion about it in Steam Forum but i can't find the thread now.

18 Replies 39,394 Views

IIRC, 3 of those tech came from trait so it look normal if you subtract them out. Time Traveler give 3 huge late game tech. It give super uber hyperdrive module that no way anyone can make use of it until mid-game since it is so expensive. Star Federation tech which give +4 Admin and +10% Raw production? And a tech that let them make huge ship from get go but same as hyperdrive, it is not practical until after mid-game to use those. However, they can sell it for huge sum of credits or for oth

10 Replies 30,146 Views

[quote who="Sycloness" reply="6" id="3676554"] That is good to know. I think that is a bit over kill as well. Can I change it to something like TwoPerColony, ThreePerColony? Back to how it was before the nerf where you got 1-3 out of the lower terraform techs. [/quote] There is a mod that add a second copy of those terraformer but you need to spend resource to use it. It can be use indefinitely if you can pay for it. You can mod the cost yourself if it deem too powerful.

18 Replies 37,903 Views

They used to be nothing but money bag/tech dump for Major races. They don't expand. They rarely participate in galactic event. They are just being there to be exploit and bully by everything else. So Dev disable diplomacy against them. I hope it is just band-aid until they find a way to change or improve them.

6 Replies 21,919 Views

You know. . .if those unique stuff that tie to specific trait has description said that it come from that trait, it would be less headache. Like Work Camp is only available Slavers trait and it is replace Factory, if it's description said so that it is "Unique to Slavers trait. Replace Factory." then it would be more clear and less confusion. SD needs to polish tooltips and description all across the game.

201 Replies 852,009 Views

[quote who="Stalker0" reply="8" id="3676462"] Only change I don't like is the thulium hull nerf. I can understand some reduction, but this is way too much. i always though the hull module in the base game was garbage, but I finally liked it in crusade. But now it's back in the garbage bucket. [/quote] The only useful situation i seen so far is to use it on Tiny or Small ship with Living Hull tech from Iconian tree. You get more effective HP that way.

40 Replies 149,624 Views

[quote who="Jafo" reply="10" id="3676381"] Quoting Avatar137, reply 8 Seriously? Wake up on the wrong side of the bed? Humor challenged this morning? I actually thought it was funny and laughed. Yes, I know I'm weird... Yep....you're weird....but we knew that...[e digicons];)[/e] T

32 Replies 162,466 Views

[quote who="lethallin" reply="14" id="3676327"] Administrators are a hard one. It's certainly a good thing to restrict flooding of colonies and starbases, but I'm not sure its current iteration works as well as it could. In how they work now, I definitely feel I'm gaming the system. I just buy Colony Ships and Survey vessels from the AI. They're down an admin, I'm up one. Since admins are a finite resource, them being so easily lost (and gained in various ways) can really

40 Replies 297,591 Views

That is my main grip about "Recall" need 10 Promethion. I cheat my way out and mod it to be 0 instead. Wish i could add it a cooldown timer on it too or something. The other promotion require resource is fine since it is quite powerful.

11 Replies 29,006 Views

[quote who="Voqar" reply="127" id="3676441"] Ships set to auto explore/survey should not enter "borders" when you don't have open borders and especially not when at war. [/quote] I never know i wanted this until i read it. Our damn pilot need to be train to respect space border.

190 Replies 473,061 Views

[quote who="sulley1" reply="7" id="3676300"] I'm creating a new civ with ships somewhat like that from the Halo universe, and now I was going to design their starbase and shipyard, but I'm not sure how to design them in the ship designer so that they will be able to be selected for the civ. Anyone know how to design starbases and shipyards in the ship designer? [/quote] I believe you need to enable "Show Starbase Design" in an option menu.

35 Replies 124,890 Views

Isn't that is how it work normally? Factions folder is there to put anything relate to custom faction to it. Did it used to get pickup in mod folder before? I never put them in there so i have no idea.

5 Replies 9,685 Views