Lots of good ideas here, though I don't think many of them fall into the "an hour of work" category. 4. Also, even though I understand the link to planetary defense, it seems completely illogical that ships in orbit around a planet cannot retain fleet groupings. This makes them less effective when defending a planet th
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Bnchad, perhaps to you. I've used the arrow keys to move ships, though not often enough that I'd miss it if it were gone. I'm all for making it a configurable setting, though that means more work on the part of the devs.
That feature is coming in today's patch.
Those are two of my favorites, though it really depends on your play style. I'm not a warmonger, so the bonuses to HP or Attack/Defense really wouldn't do me much good. Also, speed/range can be handy at times.
Simple bug fix that should take well less than an hour to fix: My 2000 billion empire-wide population looks considerably less impressive when incorrectly displayed as 0.002 trillion
I have yet to understand why designing a game for MP and SP should harm the SP game at all. To summarize the first post in this thread: 1) Multiplayer takes a lot of developer resources, which are finite. Those developer resources could have been used for adding other features.
The AI is touchy about trading military techs, especially to a race with a significant military, that's why that's the one area you'll commonly see tech disparity among the AI.
Crobderg, there's been a thread or two dedicated to debating the lack of tactical combat. Of the people that are active in these forums, most think it would take away from the focus of the game and/or throw off play balance. Brad chimed in with saying he didn't like it as well, which pretty much puts a nail in the coffin, in my opinion.
No, ship designs without engines are quite common, so that isn't the reason for the CDT. Have you installed today's update? I can't remember if they mentioned fixing that bug, but I seem to recall they fixed a CTD bug related to ship design.
Not just sell it to them all, if you have it and ANY AI has it, sell it to them all, even if it's for a pittance. Better you get a pittance than someone else get a pittance. The only times I don't sell something is to someone I'm at war with, or expect to be at war with soon. Oh, I know they'll get it, but they'll pay someone else more for it because they don't hate them, which is almost as good.
Agreed, I'll miss long range sensor ships, but trust me, you DON'T want to have the release version of the hypersensor event trigger right after you finish the Eyes of the Universe on a gigantic map. Yes, I was the player that brought up this issue. I had a game where scores of *constructors* had a sensor range of 60, and not only did the game slow way down, it started CDTing every 3rd turn or so, and got to the point I couldn't complete a single tur
Not in the early game. The AIs do share technology quite often, so if you want to play isolationist, your research has to be at least 33% of that of the entire universe, and that if there are many races. If only 2 or 3 races, then you'll need 50%.
I've legitimately hit PQ 56, so I'm hesitant to say this wasn't legit. It still boggles the mind.
I specialize the larger worlds and the smaller worlds. Anything that's a 4 or 5 is research, 6-8 is money. At about 14, I start researching. Because of the length of time it takes to build the higher level research buildings, even my research worlds get factories.
If you've spent money on espionage, you do get notifications. It seems like the more money you've spent, the more likely you are to be notified, but that's just my impression.
BlizzardGR, technically, it is the middle mouse button. If you use a sofware driver that doesn't remap the buttons at all, the mouse sends the same code as the third mouse button on a scroll wheel press. I thought that was pretty weird when they started coming out with mouse wheels, wanted a real third button (unix/X propeller head here) and didn't trust the mouse wheel as a button. I have since adapted. <img src="smiles/Smile.gif" border=0 ALIGN="a
Hotkeys: A is auto-survey, and only ships with a survey module can do it. It looks for visible anomolies. If there are none visible the ship drops out of this mode. W is the oddly named sector-sweep. Oddly named because it has nothing to do with sectors, the ship just starts exploring and pushing back the solid grey (unrevealed) part of the map until it can't find any more within its range. Any ship can do it, and I often have
Exploit one got discussed in the Beta, they're aware of it and plan on fixing it. Exploit two is working as designed, including the influence boundaries.
BlizzardGR, I might know if you list all the options, I don't know what it would be called beyond "middle mouse button"
Agreed. Judging the quality of the game strictly by what you see in the forums would be like going to your favorite electronics store, walking in to the complaint (customer service) department, and judging everything strictly by what you see there. Most of the people with working equipment are at home playing with it. There are some minorly annoying issues, like the bug affecting updating ship designs, but the devs have already said that t
Not sure I understand the question. If you're asking how to build an econ, military, or influence starbase, you do it by clicking the construct button in the little window at the bottom of the screen when the constructor is NOT on a resource. Only the appropriate mining starbase can be built on a resource, and it's a different type of starbase.
The way to limit the population is by not building farms. Except for your homeworld, no world will have a population higher than 5B without a farm, and 5B is relatively easy to keep happy.
Keeping funding at 100% is very important, as has been said. Buy one or two factories on your starting world so you can kick out a continuous stream of colony ships. Focus on ship production on the smaller galaxies, a balance of ship production, social production, and tech on the larger galaxies. Don't try to save your starting funds for a rainy day. It's raining aliens, get moving! <img src="smiles/Smile.gif" border=0
When you upgrade a single ship, there's a checkbox above the list of target ship classes that says something to the effect of "Upgrade all ships of this class" Works great, but can be very expensive
Population does not affect production, only taxes. It does provide the bodies for colony ships, transports, and fighting off invasions, so leaving all your planets at 5B might not be a good idea. A given population of X will generate Y tax income, and a population of 2X will generate 2Y. You then add up all your applicable econ bonuses, and that provides the final tax amount you will get from that colony. Econ bonuses come from economy te