dansiegel30

dansiegel30

Joined Member # 6427378
21 Posts 226 Replies 14,531 Reputation

Just an added tidbit, not only does Virtual World have its +25% approval affect ALL planets (which is a bit not very useful due to the order of multiplication and division that are applied to the approval bonuses), however its ADJACENCY bonus which is a non% modifier(yeah!!!), straight up morale points, is also given to all colonies. The bad news is that this doesn't work for Entertainment Capital. You get the empire wide +25% from one buildin

12 Replies 32,841 Views

No mention of any sensor changes in the 1.1 patch notes. Sounds like they cant decide yet the best way. The delay may be because they are planning to eventually turn on FOW for all AI levels, and they want the AI to be able to make and use "sensible" sensor ships as well. Perhaps just waiting for it all to converge. Until then, Sensor away!!! :)

37 Replies 58,084 Views

So total manufacturing applies to all base production, no matter where you divert it to, manufacturing, research, or science? I suppose I am confused. :) Not the best name choices, considering no tooltip to show the details of total manufacturing calculation :) I wasnt in front of the game, and now I am, I see that the basic economic ring only provides the total manufacturing. The statements I made where "several" where needed to be equal to a building was r

20 Replies 50,478 Views

[quote quoting="post"] 5) Colonies can still reach 100% Planetary Defense stat and be immune to invasion, and the AIs will still waste their Transports and troop populations trying... This is a game-breaking situation. Also, we *sorely* miss the MOO approach where planetary defense structures exist that fight directly in ship combat. Oh well, sigh. [/quote] I'm not sure if its a bug. First of all, some of the WMD choices eliminate 50% of Plan

4 Replies 9,035 Views

I just saw it. Yeah, LOTS of bug fixes, not any balancing changes. Thats not a big deal for me, as there are easy ways to mod balance changes you want right now, but no way for users to fix crashes (I had over 100 CTDs in ship designer, I hope they got my specific crash type). Workshop was also a HUGE priority of theirs. Honestly, thats why I haven played more than 7 races, and one of the reasons I havent tried an insane map, not enough races. Too lazy to dig thr

12 Replies 82,150 Views

Are you confusing this with manufacturing vs total manufacturing? I was certain that it added a 10%, along with my at the time, 600% I had on the planet, meaning I needed 7-8 modules to match a single building ( i didnt yet have the highest SB techs). Same for the research labs I added, VERY small gain each module. Yes, it was worth it, but was going to TAKE A LOT. Approval modules actually seem to be the best bang for the buck.

20 Replies 50,478 Views

[quote who="Nastytang" reply="24" id="3564966"] Quoting Franco fx, reply 22 Haven't the sensors already been cut back? I know that my potentially first turn sensor boats cant be built since the last patch. I did a mod so I could build the

37 Replies 58,084 Views

Not directly. Elurium is apparently based on nebulas. I have increased nebulas and blackholes (antimatter is based on this resource) to common, and made asteroids rare (Durantium). I find a bit more, but not enough, next game I may go abundant nebulas/blackholes. Personally, I'd like the default to have these 3 resources split fairly evenly. Do a forum search for elurium. I cant remember who, but someone was doing some testing with this

8 Replies 40,784 Views

Interesting insights on what the devs may consider a huge empire. more so on the the number AI players. perhaps they want a military victory to be a huge cost and reward playing tall, and trying a peaceful victory? i have played no more than 6 opponents thinking the more room the AI has, the more formidable their late empires get. My colony rush skills are weak, and the AI continue to do it better than I do with most races. as well, the more AIs, the more you have to r

56 Replies 175,708 Views

I've seen the 'bad guys' like yor, drengin, and krynn leave in many games. As I play a good guy, they never seem to like me anyways and war is inevitable, so I don't setup trade routes with them, ever. i am pretty sure that you can trade techs with them at any time unless you are at war with them even if not in the UP, like the norm.

13 Replies 17,564 Views

What difficulty level? On a previous challenging difficulty level game, I tried to build ships with a few extra engines, and replace them with thrusters once they were in the regional theater Of operations. It cost 2k credits for each upgrade! It was quite a simple upgrade. Ive heard from everyone upgrades are expensive, so I wasn't surprised. But even more surprised to see your engine change upgrades cost so little. Perhaps it's difficulty ba

9 Replies 28,436 Views

None that I can find. Just stay in the UP and only leave if they vote proposals that you find not useful, and you have to pay tax. I don't think you can rejoin after leaving, so leave carefully. The only measures that might piss you off is the economic redistribution (biggest member gives his treasury away to be split amoungist everyone else) vote or the "galactic peace vote" (Lasts one session). ive seen some strange voting, not sure if the AI is

18 Replies 82,579 Views

I don't agree with you at all. You say you have to use these perks, opinion. You say LEP is too large, opinion. I am stating that approval bonuses are not calculated properly, and that can be exhibited with the simple fact that higher tech buildings are far less useful than low tech buildings.

60 Replies 127,540 Views

I disagree, with the simple fact that unless you go SEvERAl approval buildings, the age of expansion buildings are better than any age of war and ascension buildings. That does not hold true for any other tech in the game. If they applied LEP first and then the %, and they then later think LEP isn't as harsh as it should be for various conditions then they need to tweak LEP. But when you best approval tech building (virtual world) is not as good as your 1st choice,

56 Replies 175,708 Views

marigoldran, plenty of large map peeps have stated they play fine without patriotic. Now I think where things are borked is the fact where these awesome high level techs for improvement are % based, and the % is applied AFTER the LEP. This is ludicrous, and is simply broken. That with hardly any LEP(even the amount I have on my smaller map games), that age of expansion buildings are more efficient than the age of war and ascension buildings. That'

60 Replies 127,540 Views

I think in last week's dev video, Paul said July??? He said for sure, no more patches until 1.1, unless they find something truly game breaking. LEP for example is not game breaking, it's a balancing issue.

12 Replies 82,150 Views

I think 1BC/module is harsh, but yeah, some increase in Mtc cost is needed Based on installed modules. Economic star bases focused on economy only, should pay for themselves with profit on a world where a majority of pop is focused on economy. Not in front of the game know how much that is, but each individual module gives on average 10%, no? You need 5 modules to eve approach the abilities of a single building. buildings will always be the most efficient in regards to mtc.

20 Replies 50,478 Views

valid points, but why assume the intent of LEP is only to reduce research, as it currently curbs all growth - pop, cultural, research, economic, and manufacturing...which could all redirected to research anyways (except for cultural), so to me its all in the same. Research could be considered the most important, but I think that population is most important to curb - it's highly debateable, with no clear winner. Sure, having individual modifiers would be more accurate and real

60 Replies 127,540 Views