30-60 seconds times 120 late-game turns comes to an hour or two in *my* frame of reference. ~SDC~
Cataleptic
It just seems to me that logistics is one of those things that would amplify the dominance of a strong empire. A large empire can research it quicker, and can afford to have a number of 'frontier' SBs (or cheese SBs) instead of having to keep them at home boosting the economy. But as has already been pointed out, the two issues of 'How to stop starbase cheese', and 'How to tone down the advantage SBs give to large empires' are somewhat different. ~SDC~
I think me means the 'sliding' animations as the ship go from grid to grid. I, too, would love to have an option to switch this off. ~SDC~
The underlying problem is that the difference between base movement speeds (and ranges) is quickly swamped by the benefits of various techs (and those luverly accelerators :) ). IMHO this is not nearly as important for speed as it is for range. Perhaps, then, ships with 0 speed (and/or range) should simply be exempt from boosts? Or at least get them at half the rate normal ships do. Ships with only 1 speed/range should also receive their boosts at a reduced rate, but not as punishing at
I'm not sure that anything less that severe maintenance costs would have much of an effect on spamming late game uber starbases... after all, if the bonus shields gained is more than the maintenance cost, it's still viable. With per-starbase maintenance costs, this would *encourage* uber SB spamming, wouldn't it? As near as I can tell, the basic problem is what to do about piling production (and presumably military and culture) boosting SBs into a single sector. Although imposing a pena
The good path has several very natty techs later on in the tree, even if you're going for a military victory. IMHO, if you're going for a tech or culture victory, good is the way to go :) ~SDC~
They need to fix the bug where an auto-attacking ship needs intervention if it's target disappears :( But aside from that, I'd like a 'sit right here and never bother me again' option for ships guarding SBs, and I'm definitely in favor of an option for ships assigned with an autopilot mission to execute their orders at the end of your turn. ... and I'd *love* an option to turn off ships 'sliding' between sectors. I'm a powergamer, man, I don't have *time* to watch that stuff! :
Nevermind the *minor* Civs... I played a game a couple of days ago where the Altarians and I ganged p on the (previously very powerful) Torians and ground them into dust. They were so desperate for peace, they agreed to 500BC per turn for 1000 turns! Needless to say, they died a horrible death soon afterward. ~SDC~
An HPs for modules scheme wouldn't work very well IMHO. It would make initial SBs too vulnerable, and would have no effect at all on spamming mini-SBs in core (well-defended) systems. It would also make maxed-out SBs godlike. Perhaps simply limiting the number of SBs in a sector to 1+(inhabited stars) or something. As well as that, perhaps top-level production and military upgrades should work more like the 'culture palace' upgrade sequence, and a SB can only have *one* set of
Commencing vote-rocking :) ~SDC~
Ewww... cheesy. Could be stopped by simply ignoring freighters in a stack when attacking. Ignore frieghters (and other zero-attack ships) when invading a planet. Yay! ~SDC~
The vote can be completely bypassed by offering "Attack..." in the diplo screen. It's a nice idea, but unless the diplo offer also gets voted on, it's rather meaningless. BTW, if your approval is too low, repeated votes won't help you. ~SDC~
Wouldn't be so bad if you had to use a Fantastically Expensive Self-Destroying Star Constructor(tm), and it could only turn reds and oranges into yellows (re-rolling the planets at the same time). ~SDC~
Technically, if you tweak it for yourself, you're also tweaking it for the AIs, so I guess it's even that way... given the frequency of updates to the data files, and the availability of separately downloadable mods, I'm not sure how SD *could* make sure the ground is even. I think a good way to fix this would be for SD to stick a CRC entry in each element (modules, achievements, projects, ships) to tag it as 'officially sanctioned'. You could mod the data as much as you like, but if th
It'd be nice if casus belli were implemented. If I declare war on an empire because I ate a bad burrito the night before and woke up grumpy, sure I'll take whatever peace-bribe the saps offer. If I declare war on them because I've already lost a couple of worlds to their insidious marketing droids, it's going to take a lot more than a box of chocolates and some holovids to make me happy. The more CBs an empire has against another, the less likely they are to accept a peace offer. Other
... then there's the dreaded Fundie Event :) ~SDC~
*shrug* I'm quite happy with being lame and playing games when I'm *not* working for a living :D ~SDC~
I doubt it. It *is* a bit cheesy, but boils down to the fact the a ship is assigned its MP at the start of a turn. A good fix would be to recalculate a ship's MP when it exits a sector, but the could be messy and CPU-hungry, I guess. ~SDC~
Perhaps the problem isn't so much in detecting the problem as in what to do about it... you don't want your 99% complete tri-strontium aphrodisiac clothing going to waste, right? Perhaps you should get 33% of the bonus, and no trading rights on the final product. ~SDC~
Err... if we can get back to complaining about bugs :) AFAICT, the only problem with auto-deorbit checkbox is that it doesn't refresh when a new planet comes up. Also, it seems that if an auto-attacking ship's target gets destroyed by someone else, the ship's orders are not updated. ~SDC~
African or European?? I don't knoAAAAAAAAHHHHHHhhhh.... ~SDC~
A TC would require Terror Stars to blow up when attacked by Star Fighters :) ~SDC~
First person to make a Klingon.str gets a free "The Trouble With Tribbles" coloring-in book :) ... and the first person to make a Sindarin.str gets a whack in the face with a haddock for Going Too Far. ~SDC~
From personal experience, rotating a small and/or high-contrast image by arbitrary angles (aside from 0, 90, 180 or 270 degrees :) ) can end up with some pretty ugly results unless you apply a little oversampling :p ~SDC~
The tax-rate penalties seems a bit on the teeny-weeny side... is that value cumulative with the rest, or is it applied directly to the final morale score? i.e. If you boosted a morale resource up to 68%, would it effectively allow you to set your taxes to 80%? Is there a separate hit for changing the tax-rate, or just one for the current rate only? ~SDC~