bananafishbones

bananafishbones

Joined Member # 646476
0 Posts 0 Replies 315 Reputation

Does building Galactic Achievements on a tile that boosts approval or diplomatic bonuses have any effect? does it apply the bonus across your empire, only to the planet, or none at all. For example if you were to build Frictionless Clothing on the 100% approval bonus tile, does it do anything? Or have you just wasted that bonus resource. Thanks.

1 Replies 4,170 Views

Just a thot for the next update. IMHO, i think constructor ships should be allowed to repair starbases, maybe 4-6hp / ship. I think it's just odd the ships can be used to add modules, but then can't fix up a damaged starbases... assuming if the constructor ship can build new infrastructure, it should be able to repair existing ones in lieu of new construction.

3 Replies 4,456 Views

well sometimes what i do is i give one of the warring nation enough ships to destroy the starbase and if they are out of range, even build him a starbase... sometimes it works, and sometimes they just ship the ships back home and they leave the mining starbase alone.

13 Replies 11,544 Views

i've had this happen to me before too... i move to try to attack a fleet of ships upgrading b/c i figure they are the most vulnerable... and the next thing i know, i don't attack the square and i can't move my ships away either. which the computer of course completes his upgrades and demolishes my ships.

3 Replies 6,761 Views

my best guess is that they have some kind of juiced up mine... a pre-cursor mine + 4 factories can crank out a colony ship every other turn, the 300% mine + 4 factories can crank it out in about 3 turns- if u are fortunate enough to find it on one of your starting planets, you can colonize alot of planets before you run out of cash... personally i don't try to crank 'em out that fast from purchasing the ships b/c then u end up colonizing fewer planets- but i try

16 Replies 10,989 Views

Wondering if anyone else is having this problem in version 1.2 I build the Privateer, but when my nation is at war. My freighters get attacked and i lose my trade routes...

9 Replies 12,941 Views

actually a large starbase does not need alot of thrust to move the station... remember in space, friction is negligeable... and all starbases are already equipped w/ small thrusters. why? to counter anything in space that would accidentally hit the station and force it to move. a starbase could move by applying a small force until the starbase picks up enough speed so that it's not moving at a crawl... and then counter the velocity appropriately when it needs to begin i

16 Replies 23,855 Views

carrier or fighters? the comp should do a quick analysis... if it could reasonably destroy the fighters and then take out the carrier (say w/ 70% probability) then the fighters 1st, otherwise it targets the carrier in effort to strand the fighters. ships operating out of range (having to move back w/in operational range) would suffer combat penalties for being out of supplies and parts. but this would mean that carriers would operate like mini moveable starbases with a sh

71 Replies 69,859 Views

I think an interesting concept to add to combat is adding powerplants/batteries to starships. All ships enter combat at full power, but as weapons fire it uses up the stored energy. Shields would require energy to power, while armor requires none. The powerplants would replenish the energy up to the max capacity a battery can hold. Weapons would have different recharge rates, and would fire when charged. An advantage to shields vs armor is that shields can regenerate during battle

74 Replies 45,988 Views

catchin' the computer cheatin... the game crashed on me and i restarted from the autosave but this time it beats me to the planet when it should've arrived shy by 1 grid. it somehow at the last moment gets 1 add'l move to make it there.

7 Replies 13,774 Views