The "no benefits from starbases" message specifically means the planet is getting no production bonus from economic starbases. Resource mining starbases don't have a radius; their bonuses are empire-wide (which makes them quite powerful). An influence mining starbase is not the same as an influence starbase. The former is constructed on a resource, and gives a global bonus. The latter is constructed in empty space, and gives a bonus in a radius; they're mainly used n
Elestan
[quote who="MarvinKosh" reply="123" id="2881201"]I agree that a bugfix-only mod is a good idea. But the other mod should be the full works, otherwise your average player has to sit and merge XML files by eye. [/quote] I wasn't sure if the mod system allowed chaining mods/having multiple mods active. If it doesn't, then I agree; best to have the second be the whole thing.
[quote who="Tolmekian" reply="121" id="2880796"]Anyway, I'm on the verge of releasing my work as a mod. I figure all the fixes with and without the colonizing minors. Now I just need to figure out how to package up a mod.[/quote] I think that the ideal thing would be to have two mods: One to fix things that are clearly bugs like misspellings and miscategorizations, and another to fix gameplay adjustments like AI priorities. The reason I say this is that Stardoc
Wow, just found this thread; lots of good info here! It seems to me that at least some of the issues discussed here clearly qualify as bugs, such as places where techs were obviously miscategorized, or where there were missing or mis-spelled values in the xml files. I think it'd be very handy to get a full list of such issues (as opposed to things like research priority tweaks, which are a bit more subjective). Would one of you be willing to write up such a list and post
[quote who="qrtxian" reply="47" id="2878997"]The whole problem with making tactical combat "optional" is, again, the issue of balance. In almost every game where this is possible you will do better by playing out a battle in tactical combat then by letting the AI auto-manage it. There isn't always a huge difference, but playing out any battle not overwhelmingly stacked in your favor is usually the correct choice, which means that it's not really so "optional" after all.[/quote] I thin
64) The Mind Control Center does not work as it should. It appears to make flipping a planet nigh-impossible, instead of nigh-certain. Edit: qrtxian correctly indicates that this is an old bug report, not valid for TA.
62) Occasionally (no solid reproduction sequence), some ships seem to drop out of the active ship list, such that the Turn button goes green even though these ships haven't been given any orders. 63) Occasionally, the planetary improvement list becomes inert, and ceases to react to items on it being clicked. This state persists until the game is exited and reloaded. Circumstantial evidence indicates that this might be caused by trying to put things in a planet's build queu
Send transports to invade. Build Influence starbases to assimilate. Build and place spies to sabotage. Build a Terror Star and blow up the sun.
This is Bug #4 on my thread.
60) When a saved game is first loaded, spheres of influence are not correctly calculated; they are much smaller than they should be, and stay that way until (I think) something triggers them to update. 61) Not a bug, but it seems very odd to me that mutual destruction is not permitted. If two ships with huge guns and low hit points both fire on each other, why shouldn't they both die?
Some things to keep in mind: You don't have many people at the start of the game. Taxes provide money based on how many people you have. Population growth rates are based in part on morale. Taxes reduce morale. In other words, in the early game, a high tax rate is a bad idea; it doesn't give you much money, and it keeps your population from growing. I usually try to keep my taxes low enough so that my smaller colonies stay at
[quote who="SirPleb" reply="7" id="2866931"]What is the reason to keep people happy? [/quote] The elections were what I had in mind. While I do recognize the cynical realism of pandering to the electorate right before the vote, taking advantage of it does seem cheesy to me; or at least, out of "character" if I'm not playing Evil. But yes, if it doesn't bother you to play a slick politician, you can target an approval of 25% or so. Just don't lose track of the electio
[quote]Is there a mod or something that does away with these arbitrary limits?[/quote] I'm pretty sure the answer is no. For one thing, changing a basic mechanic like this would require the AIs to be rewritten.
FWIW, you're far from alone in this sentiment. It's possible to be somewhat more efficient by using the "Focus" feature, which allows you to convert a quarter of a planet's research output to production or vice-versa. Click on the little button next to the relevant number on the planet screen, or on the number in the civilization manager. This is the basis for the "all labs" or "all factories" strategies that you can find if you read around. Essentially, either keep
[quote]How do you guys get 1000 research alone? 100% production spending?[/quote] Yes. If you develop your economy properly, you should usually be able to stay at 100% production spending through the entire game, and if I'm going heavy research, I try to keep 100% research as much as I can too. Having a x7 research world and so few planets makes this harder, because it lets you spend a huge amount of money on research every turn. So, you need to bolster your resea
How many planets do you have compared to the AI players? Four planets is a pretty small empire unless you're on a very tiny galaxy. 200-500 research is also not much; your research capital should generate 1000+ on its own (nearly every space on it should be a research building). Are you using economic starbases to boost your research production? Do you have mining bases on all of the purple (research) resources you can find? Are you going 100% research allocati
[quote who="Sethai" reply="43" id="2861843"]good points. regardless of whether or not we'd want such mechanics in battles, it is my experience that stardock so far tend to prefer incredibly simplified (almost suffocatingly simple) battle mechanics (elemental is another great example of this).[/quote] My feeling is that the extremely simple battle mechanics are a consequence of not having the time/resources to implement a decent tactical AI along with all of the strategic elements.&nbs
[quote who="Sethai" reply="40" id="2859509"]In three dimensions there is very little point to tactical battles. everyone can almost always hit everyone so long as they're in range. All we would be doing would be selecting all our ships and targetting the ship with the highest attack: defense ratio. ie, exactly what the game does now. [/quote] This fails to consider the many possibilities for making the tactical battle experience richer. For example: Some weap
59) Not a bug, but a potential minor enhancement: Allow starbases to join fleets. It doesn't really make sense that a starbase and a fleet can't fight together.
Perhaps "Soft-coded" would be a better term. My point was that I think it would be preferable to not have this defined in the XML at all, but to instead have the game figure it out on the fly.
A better solution, IMHO, would be to make it so that the upgradability of improvements isn't hard-coded, but rather depends on the stats of the buildings. IMHO, a building has two relevant stats: 1) The total amount of benefit it conveys. 2) The ratio of its benefits to its maintenance cost. If a new building is better than an existing one in at least one of these two stats, and not worse in the other one, then I want it to auto-upgrade. Otherwise, I
[quote quoting="post"] The evil technologies (the psonic weapons) appear to be pointless. In many cases the choice of black hole gun or pisonic gun, which really wasn't a choice, the black hole gun does more damage. [/quote] That's not a fair comparison; the psionic weapons are far earlier on the research tree than the black hole gun.
[quote who="qrtxian" reply="82" id="2844274"]I really, really don't see why the funding sliders are such a big deal. I really don't.[/quote] To clarify, there's two separate issues relating to the sliders. The first is purely a UI issue (#5 in the original post of this thread) that it's hard to use them to set your allocations the way you want. That's a straightforward bug, albeit not a serious one. [quote who="qrtxian" reply="82" id="2844274"]It probably is a play
[quote quoting="post"] they would rather spend 40-50 turns wasting all their ships and resource building time vs my ONE undying starbase. [/quote] This is my Issue #58 .
[quote who="MarvinKosh" reply="78" id="2837596"]To be honest I would rather be able to directly control the funds allocated to Military, Social and Research, with a total funding limit determined by income, and individual funding limits determined by just how many factories and labs you have available.[/quote] I'd agree that this is the single most annoying aspect of GC2: You can't run a factory planet and a research planet at full output at the same time, even if you have the e