DST1348

DST1348

Joined Last seen Member # 4729933
5 Posts 19 Replies 2,596 Reputation

Hello, I recently bought the Snathi campaign during the Steam Winter Sale. Now I am trying to find the technology that increase the range of starbases from 4 to 6 hexes. I think it's called Support Field Mastery in the Engineering section of the Tech Tree but I cannot find it. Is this technology specific to some races (I know I could research it with the Yor)? Thanks for your help!

4 Replies 10,004 Views

Hello, I think I read in one of the patch notes that an icon was added to the Diplomacy screen when you cannot trade with an AI because of a recent trade (i.e. the dialogue option "Let's see if we cannot come to a trade agreement" is greyed out). But I don't find this icon. Is it still not there or am I failing to spot it somewhere? I am playing on patch 1.5.

2 Replies 14,072 Views

The only notification I know of I the "ships from player you don't have an open borders agreement with". The problem is that it applies to neutral players as well as players you are actively at war with. Often, I had a dozen messages of that type because a minor race was in my borders and these messages were completely hiding the message about that one enemy transport that was heading for my unprotected colony...

4 Replies 17,412 Views

[quote who="pshaw" reply="7" id="3591888"] Are you are continuing an old save game from 1.0? I believe there was fix for this, but you'll only see the fix in a new game. [/quote] Yesterday, I finished a game as the Yor, which I had started after the latest patch, with "lot's of missing info" :)

20 Replies 14,518 Views

IMO, the game is a Ferrari engine with a Fiat Punto chassis. The AI is getting better. The AI reacts to your actions, e.g. they upgrade their ship designs to counter yours or gift you units if you are fighting a common enemy. Personally, I find Normal difficult settings quite challenging. This is the Ferrari side. Unfortunately, the UI is bad. E.g. you can't queue Techs. You also have to wait a couple of turns between trade deals with the AI before you can talk to them again, b

24 Replies 69,604 Views

Thank you all for your comments! Just to clarify, I also open with speed boosting technologies. I know the Krynn have a 3 planet home system, so maybe the AI recognizes this and build two more cheap colony ships? I didn't know the trick with the constructors, but the Krynn went Malevolent Ideology, so that wouldn't work. Maybe they got lucky in scouting and focused on rapid early expansion. But what strikes me as odd is that they also seem to have more techs than me, and were

11 Replies 37,260 Views

Hello, I started the game on the new patch (1.3.something that came out today). I set the AI on Normal difficulty and encountered the Krynn early. By turn 30 I had researched Universal Translator and when talking to them, I saw that they already had 8 colonies. I don't understand how this is possible. I barely have 10 ten star system discovered, and almost none have habitable planets.

11 Replies 37,260 Views

There is an article on the wiki page on ground invasions , but even the wikipedia article does not seem sure of what the rules are (all is fair in love and war...). Apparently, the planet population is spread over all tiles, while the attacker concentrates all troops on one tile at a time. This means the attacker has overwhelming odds of winning this tile battle. Besides placing a ship in orbit, constructing bu

8 Replies 30,641 Views

An espionage system would be nice. Not sure if spies should be real units on the map (as in CIV IV) or units which you can send on specific errants (as in CIV V/ CIV BE). But I liked CIV BE's spy level and city espionage thread system. The espionage thread could start low (sabotage buildings/starbase modules, steal credits/technology points) to more devastating measures (kill population, cause unrest/revolt). That way a player/AI has some time to react to espionage threads. If you also in

44 Replies 68,437 Views

Here is my wish list: Include "enemy ship in your territory" in the notification side bar and clean up notification side bar in general (see more here ) Add visual Feedback on the Diplo screen (e.g. an icon next to the planet, or a circle at the base point), so that you can tell at a glance which race you can trade with (lack of this is currently holding me back playing with more races) Make Esca

68 Replies 339,998 Views

[quote who="Petri Kokko" reply="81" id="3576350"] Happened now a couple times with version 1.1.12: Game gets stuck at the end of turn when I have finished my movements and the turn button should activate. However, it doesn't. It continues to be labeled "Idle ship" but is grayed out and clicking it doesn't do anything. I can move around the map and the UI responds to mouse normally but the turn just won't end and because it's stuck in the "idle ship" grayed out I can't

90 Replies 239,947 Views

[quote who="Lord_of_Void" reply="58" id="3575420"] Here is an example: A standard "Entertainment Center" provides: +x% Moral AND +3 Level to Approval as an adjacency bonus What the above boils down though is that another similar building gets +3 Moral being next to it and the overall KPI: "Approval" will be calculated the same as before (The "Approval" adjacency bonus is not applied to the "Approval" but directly on "Moral" as they are interchangeable). This might be a conf

90 Replies 239,947 Views

[quote who="KarlBar99" reply="60" id="3575487"] Getting locked out by [gifted technologies] is really annoying. [/quote] I agree. I suggest that traded technologies in general (not just the gifted) don't lock down that specialisation. For me the current implementation involves a lot of tedious micro management: open Diplomacy -> talking to AI -> noting that I can't trade with them -> close communication -> close Diplo screen (why does Escape not c

90 Replies 239,947 Views

[quote who="Lord_of_Void" reply="54" id="3575127"] If "approval" and "moral" are the same thing then use one or the other but remove the redundant one. There are a lot of attributes for the civ and things to learn regarding manufacturing, raw production and how growth rates apply so any redundant concept is too much [/quote] They are not the same thing: Approval = Morale / Population (it says so if you mouse over Approval on the planet screen). Thus, Approval can be in

90 Replies 239,947 Views

[quote quoting="post"] The AI is sorry for not calling you, and will be more talkative in this patch [/quote] I noticed that. When I loaded up my save game, the Ioconians said that I should mind their borders. The Terrans called me and gave me 172 credits. Apology accepted :D

90 Replies 239,947 Views

Besides what has been said above, here are my suggestions for UI: Add "Enemy Ship in your territory" to the notification list. Currently, there is no distinction between neutral player ships without open borders and ships of players you are at war with. I lost several planets and starbases just because I didn't notice the enemy fleet. Sort the notification list according to importance. E.g. "Enemy ships in your territory", Foreign relations ("X made peace with Y")

6 Replies 36,550 Views

Thanks for your replies! The Krynn were Malevolent and I was head of UP. My guess is that they built Culture Projects in some of their planets nearby. I don't mind the "tug of war" but the erratic nature is what puzzles me. One turn, my planet was at 70% rebellion, then it dropped to 0% the next turn.

5 Replies 6,642 Views

Hello, not sure if the following is a bug or some game mechanics that I don't understand: As the Yor I colonized a planet within Krynn territory but close to my border. Of course, the colony started to revolt because Krynn influence was 4 times as high as mine. I countered that with rushing culture buildings and building a Cultural star base close to the planet. At first, things went as expected: the percentage of revolting population increased for a few more turns, it leveled at

5 Replies 6,642 Views