[quote]Salvage seems to be a useless attribute beyond the early part of the game. [/quote] I tent to agree with this. When i salvage a ship i typically either decommission it for credits or trade it to a minor/ friendly AI.
a0152570
Playing A synthetic race 1.71 Optimize Research tec > Text does not match results. Says +1 to adj level, does +10% http://screencast.com/t/Ck6FCOWWf http://screencast.com/t/itiX86ohkyJ
[quote] I am however not very creative [/quote] Me too [e digicons]:')[/e] . However I Ilike the idea Hanyou: Cool events but all look like negatives. Perhaps you could add your thoughts on the actual impacts e.g. Mega Volcanoes like Yellowstone an extinction or near ext
I agree with Ryat. Yor can be hard to play in the early game but the get really strong later on. Big plus us you need no farms so all planets effectively gain 3-5 tiles, HUGE advantage. My typical early game approach: Home world - heavy manufacturing Design & build a colony ship yo use as a shuttle, no life support, 2 colony modules fill with engines Do assembly projects on home world and use the shuttle to move populatio
Agreed, it would be nice if a few end game surprises could be thrown in. Often the mopping up takes longer to play than the "interesting/challenging" stage
[quote who="Seilore" reply="20" id="3635648"] Quoting Around999People, reply 19 1) Exploration treaty: I like being able to have it with multiple factions. Its a key mechanic of my game style for certain factions So did I, however this causes huge issues in larger maps having 80 exploration tr
[quote who="MarvinKosh" reply="18" id="3635626"] Ships on Sentry duty will react (appear in the unit cycling) when a friendly ship is detected e.g. a Snathi scout ship moving through the sector will cause Sentry to disengage. [/quote] Its always bee this way. Sentry wakes when any ship enters sensor range, Guard ships never wake until you command them. It would be nice to have an option to only wake when an enemy ship enters sensor r
Thanks guys. I did conquer the home planet and their capital did move to a precursor world. Just never saw this in the diplo screen before.
http://content.screencast.com/users/a0152570/folders/Jing/media/dce01ef6-e1a6-440f-847c-4bccf67ffc83/2016-05-14_1632.png anyone know what this is?
[quote who="androshalforc" reply="2" id="3634993"] that's the point of this post hes asking for a way to do it in bulk not for every single one [/quote] IIRC Paul said he wants to add a user constructor for all S bases option
[quote who="Larsenex" reply="6" id="3634854"] Yea , I know its a game and the ai are not real. However when they pop up I would just love to have a snappy retort. It really is a minor thing but tiny things like this give life to the game and can go a long way to immersion. [/quote] Agreed, i love the <span style="font-family: 'comic sans ms', sans-serif; font
[quote who="OsirisDawn" reply="27" id="3634840"] Quoting mormegil, reply 21 We are working on a new XP system, once we are happy with it, we will be bring back ship levels. Don't want to promise when yet. But it is on the top of our list, after fixing some outstanding diplomacy issues. antastic news!
its been awhile and many of us us would really like to hear the agenda and how things are going
I have seen this also. At first i thought i had forgotten to assign a planet so i started being very careful and still randomly saw this happen. I have not found a way to reproduce it. If i hit cancel > Done again it works (no "Shipyard will have no sponser" message ).
just popped into my current and sold a ship with 2 D, 1T & 1A resource requirements when i built it. After selling it to a minor i got all those resources credited back to me
I really like the idea. Upgrade costs are typically way to high and break the bank. It could be a bit tricky to implement but the smart folks at SD could figure it out. As it is now, i usually build new and decommission old
erischild Taslios Good points and strategy. I do the same things at different points in the game. By the time i am in the mid-late game transition i typically have 2 mill yards that can crank out large ships in one turn and the Hyperion buildings all tied to one of them. Also by this time many of my R/$ planets have yards and enough pop/mfg to crank out constructors in one turn. So when I now want to build up a bunch of bases, queuing dozens of c
[quote who="rap33042" reply="23" id="3633856"] Where can I find the opt-in updates list? [/quote] Opt in and release change lists are always posted in the pinned section of the support forum
[quote who="Taslios" reply="1" id="3633793"] you can assign which shipyards a starbase can order from. Just remove your main starbases from the list. [/quote] You are 100% correct but having to do it to 100 starbases vs just a few yards is my issue
Really like the new auto shutdown (once you get it working correctly) but it replaced a manual shutdown button. i should be able to shutdown my primary mill yards so when i queue up a bunch of starbase upgrades, these military yards do not get swamped with constructor orders
[quote who="androshalforc" reply="1" id="3633616"] For food specifically I believe 1 food =1 pop ( I play synthetic races so I'm not 100% on that [/quote] Correct and more food=more pop=more raw production=more mfg/re/$ so build those farms [e digicons]:D[/e]
[quote who="ManiiNames" reply="3" id="3631931"] if I have gobs of cash accumulating then something is broken. [/quote] just curious, how do you handle invasions? When i go on the war path mid to late game i find i need 1000-1500 per planetary attack and that eats up my cash reserves very fast
well the new med & larger ones are very powerful if you have the resources.
[quote who="Gauntlet03" reply="3" id="3628872"] Sadly there is no reward to incorporating minors into your empire. Its better to let them be free and generate cash (via no ship maintenance lol) and then trade for said cash. [/quote] A nice cclass 16 +transforming, already built up, keep population with a bio invasion ... seem like a good reward to me, do it all the time [e digicons]}:)[/e]