trims2u

trims2u

Joined Member # 4185237
15 Posts 139 Replies 2,438 Reputation

[quote who="psychoak" reply="4" id="3551091"] It's under 80% because Stardock fell into the early access trap, and people have been reviewing it for months in an unfinished state. Regardless of what rating it deserves, it's weighted down by all the low reviews it's received in the past. [/quote] This is one of the big reasons that Steam needs to have a "sliding window" average for reviews, especially for Early Access. Reviews more than

14 Replies 13,992 Views

OK, other than setting a Rally Point for a Shipyard, is there any way to control the hex that a Shipyard launches ships into? I often have these things stuck next to asteroid fields that the shipyard wants to eject them into, screwing me out of my first turn's movement. Also, while we're on this topic, Rally Points (which not broken) are too limited. I almost always want a ship to rally NEXT TO the planet/starbase, not ON THE SAME HEX; the A.I. should stop the ship as so

7 Replies 40,732 Views

I gave you guys an 8 out of 10. I'm gonna ding you on being a bit over-ambitious, and the game still is missing a number of things that you promoted for it. I understand why they didn't make it, but you kinda oversold some stuff (the new battle viewer and tactics), as well as removed some thing we kind expected to be there from last time (asteroid mining?). There's also a few things that really feel just not quite ready yet (like the new tech trees, and how to deal

58 Replies 217,594 Views

The best algorithm to use here is a slowly rising one to reduce base morale. Personally, the best one I can think of is Logarithms. A good example would be something like 0.25 * log2 (# of planets). That is, the log base 2 of the size of your empire, then quarter it. Which means, you get a 0.25 penalty to morale every time you double the size of your empire. So, at these sizes, you'd see the following morale penalties: Size

38 Replies 28,194 Views

Map generation still seems to be too uniform. If I start a new game, with all the same settings as the prior one, I get the exact same star layout, and the same homeworld location. Doing this repeatedly gives the same results, though it flips between two different tile layouts on the homeworld. *Exact* same. Changing the map size and other map characteristics, then going back to the original parameters, doesn't fix this issue. Something similar

5 Replies 2,370 Views

DO note, that tech specialization (and preclusion of alternates) happens in the Real World all the time. It tends to be heavily reinforced by the "installed base" legacy issue. For example: we use Binary math in computers, and Decimal math elsewhere. We know about Trinary Math for computing, and it's even been prototyped. It also has some advantages over Binary. But the cost to swap our infrastructure over to Trinary is ludicrously high. T

156 Replies 664,750 Views

In theory, yes, putting a capital in the center of 6 adjacent tiles wastes some bonus, vs all 7 being occupied by a building of the same sort. However, that's an extreme outlier. It also presumes that you build worlds of almost exclusively one building type. That used to be a good strategy in GC2, but it's much less of one in GC3, due to both the "bonus" tiles and the multiple adjacency bonuses of various buildings (many give bonuses to buildings NOT of their origi

31 Replies 119,088 Views

The algorithm for finding at least a reasonable guess at optimal is quite straightforward: Not adjacent to a tile which has a special tile bonus Not adjacent to a tile which has some special ability thingy already occupying it. The largest number of adjacent tiles If there are several that tie for #3, pick the one with the largest number of adjacent face neighbors (i.e. the tile which neighbors clustered together) You want the capit

31 Replies 119,088 Views

Firstly, I do like the concept that certain choices should be EXCLUSIONARY - picking one option should preclude you from *EVER* getting the others (whether via research or trading or bonus). It certainly makes the game more interesting, and more consequential. That said, I agree with several of the points above, about many of the current "specializations" being either completely unbalanced between the choices, or for ones which one really shouldn't be an

156 Replies 664,750 Views

Did you remember to go to the "Govern" screen, and reset your resource allocation to be more resource heavy? For the most part, it's not hard to be ahead in the research race if you've got the research component set to 40%+ of total use. Personally, I tend to set the allocation wheel to 10% income, 50% production, 40% research in the early game (during when I'm pumping out colony ships), then swap the research & production allocations in mid-game to get ahead o

7 Replies 14,467 Views

I've used sensor ships since at least the early GC2 game, and it was pretty easy to get a 15-range ship there rather fast. Mid-game in GC2, I'd have a sensor ship with 15 range and 5+ engine movement and ultra-long range for less than the cost of a typical small ship armed to the teeth. Personally, I'd like to see it turned down a bit from GC3's current level. Maybe only allowing one copy of each technology per ship, or just limiting the number of sensors per hul

61 Replies 229,506 Views

Notice that it's a PERCENTAGE adjustment penalty, not a BASE penalty. So, a -20 penalty for having 20 planets can be offset by having one basic morale building on each planet. It shouldn't need to be tweaked too much, except maybe to be slightly less than directly linear. Maybe the 2/3rds root or something like that. At that level, 100 planets would be -20.

19 Replies 5,883 Views

One of the things that seems to be driving the problems with starbase management is that we now have to do mining starbases. Frankly, over 50% of my starbases are for mining, and the majority of them mine only a single resource, because of the separation between stars (I tend to play on "loose clusters" or "scattered"). I'm not a fan at all of the replacement of the space miner/mining colony concept from GC2 to the new method. I'd *MUCH* prefer we go back to

86 Replies 306,359 Views

The problem will be much less noticeable when the "rollover" production is enabled. Right now, you lose any excess production from the turn when a building completes. Shortly, this excess will be applied to the next building in the queue. This will make upgrading faster. Also, given that having incremental buildings supply some bonuses before the final "ultimate" version you can build is ready, it's actually preferable this way. With rollover, you get the best

24 Replies 60,184 Views

If we're looking to eliminate the constructor need (except for the initial placement), I would argue strongly for the Shipyard model, where planetary sponsorship is REQUIRED for construction. Starbases should never be allowed to self-upgrade - they should require either planetary sponsorship or a constructor. Otherwise, it's a portable super-planet, and that severely unbalances the game. We can also streamline upgrades by using the GC2 method where you set the priority o

86 Replies 306,359 Views

Historically speaking, upgrades were extremely limited in scope, and done only with slightly more advanced technology. The most radical upgrades I can think of in naval history would have been the retrofitting of 1st generation SAMs onto late-WW2-era cruisers. Which was hideously expensive, as is. So much so, that most of the proposed conversions were abandoned in favor of building new, from-scratch ships. For example: the USN's Alaska-class "large

18 Replies 73,059 Views

The problem is that certain "ideological" choices are either mutually exclusive (in the real world) with each other, or are significantly difficult to reconcile. For example, having a strong military where everyone serves mandatory military service for a fixed term is significantly harder to integrate with a belief that individual liberty is much more important than collective need, vs a society which follows fascism. They're obviously not incompatible, but a society that wa

82 Replies 315,709 Views

I'll run through the Mod this weekend, and see if I can evaluate all the fixes. I promise to comment on the text, too, and maybe come up with something more clever. :-) “It is not from the benevolence of the butcher, the brewer, or the baker that we expect our dinner, but from their regard to their own interest.” That bagel will be 3 Galactic Credits, please.

2,020 Replies 6,657,848 Views

[quote who="Gaunathor" reply="139" id="3500911"] Quoting trims2u, reply 136 And the Krynn DO have a spammable morale improvement - the basic Entertainment Center is available at the beginning of the game off of Industrial Revolution: +10% morale for 1bc. They don't need anything else. <

2,020 Replies 6,657,848 Views

Sorry for the out-of-order post. One question: what problems did you see with the Power Plant stuff, that necessitated removing all 3 and using just one? I generally never saw a problem with the AI building any of them effectively.

2,020 Replies 6,657,848 Views

[quote who="Gaunathor" reply="119" id="3500239"] There are still a few things on the to-do-list that I'd like to get some feedback on. I've split them up into things that definitely need to be done, and things that may need to be done/would be nice to have. Definite things: 1. Power Plants. The 1pp-bug is still an issue with them. My current idea to fix this is to reduce the number of techs and improvements to one. This has the benefit of not reduci

2,020 Replies 6,657,848 Views

[quote who="Gaunathor" reply="81" id="3499465"] Quoting MarvinKosh, reply 80 I think that the problem with the Hyperion Re-Supply Centre is that it's too late to have a noticeable effect. It would be a nice thing to have in the early game, particularly on the larger maps. Could be. I al

2,020 Replies 6,657,848 Views

[quote who="Gaunathor" reply="110" id="3500039"] Quoting trims2u, reply 108 2. Change the Neutrality Learning Center to be a 1pp improvement. Being a SP is hardly worth the extreme cost of the 1-off tech plus expense of building it just to get a single building. I turned it into a SP, because that is the

2,020 Replies 6,657,848 Views

OK, here's some questions/suggestions from the spreadsheet (in order of tabs, left to right) 1. Do the Thalans now get some of higher "generic" morale improvements? Because the loss of the 0G improvement is a HUGE problem for them unless they get something to compensate. 2. Change the Neutrality Learning Center to be a 1pp improvement. Being a SP is hardly worth the extreme cost of the 1-off tech plus expense of building it just to get a single building. <

2,020 Replies 6,657,848 Views