lycan371

lycan371

Joined Member # 5759269
79 Posts 99 Replies 7,710 Reputation

Hi, I've just been waging a perfectly successful war of squirrel genocide but stupidly left some of my hinterland exposed and lost half a dozen starbases. Replacing them is trivial but remembering which ones and exactly where a real pain. So I wondered if we could have a debris symbol both for ones we destroy and our own. Or - presumably simpler to code - whether the game could create a colour coded rally point each time a starbase - friendly or enemy

1 Replies 7,334 Views

[quote who="lycan371" reply="43" id="3663905"] Most important, perhaps the final link in Builder 5 should increase administration rather than improve the effect of constructor modules which won't have to be built? [/quote] Hi again, Looking at the tree has this already been done in which case apology for doziness "Is that what "Construction points cap + 100% means" in B5 ? Cheers, Jon

93 Replies 595,325 Views

[quote]There's a new resource called administrators. Your capital world provides N of them where N is based on the size of the map. Building a starbase consumes one. You can get more by researching government related techs but that means you're not researching weapons or economy techs. Hi, Brad's post is very interesting and the expansion will surely be excellent but I presume it isn't finalised yet and would like to open

93 Replies 595,325 Views

[quote who="Larsenex" reply="1" id="3660194"] There are some idealogy which gives you 100% production to shipyards as well as some planetary colonization events that also grant 100% shipyard production. That could be the reason but we have no log which keeps track of events or where they happened. [/quote] Hi, Yes of course I know that there are ideologies which increase shipyard production and techs too. But this is in the opening an

3 Replies 11,077 Views

Hi, I've just started a new game as the Thalans. It's turn 22 and with a hive and a durantium refinery I have 52 production and 8 research in my capital at 50-50-0 which, since I hit a goody hut - or rather singularity - and got lucky is providing military subsidies. However, my shipyard is consistently producing over 90 production a turn suggesting that it's getting 100% of my output even though 50% is set to research.. Surely this isn't what&#3

3 Replies 11,077 Views

[quote who="pshaw" reply="65" id="3660055"] AI is much MUCH smarter about detecting cultural flipping strategies [/quote] Many thanks for some wonderful work in this patch but I would say that the AI has now become so good at detecting this particular underhand strategy that it sometimes detects it when you're not intending it! After getting the full culture line in the benevolent tree in my current game, everybody thinks I'm trying to flip them. At least one of them

94 Replies 562,438 Views

[quote who="Avatar137" reply="1" id="3660000"] It's been working fine for me. Perhaps what you're seeing is an AI that has researched the defense against information warfare? [/quote] Well I've tried before against Civs that have got defence - normally the Yor - and the probabilities have just been very low, sometimes lower than a conventional assault. And as I said unlocking it in the console re-enabled it. So I think it probably is a bug perhaps with some stuff

3 Replies 9,836 Views

Hi, The title says it all. I've just opened the game, checked the cache for integrity and reloaded. But while the tech tree knows that I've researched Information Warfare the option is grayed out when I try to use it during an invasion. I tried researching Stellar Marines which I hadn't yet bothered with in case this fixed it but it didn't. Eventually, I went into the console and tried: unlock "ThalanInvasionOptimiza

3 Replies 9,836 Views

[quote who="Heuristicist" reply="55" id="3659968"] Brad has suggested earlier that an administration resource will be introduced to limit the # of starbases for each faction. [/quote] Hi, This would certainly cut down on what has become the rather overwhelming task of optimising starbases but they do need to balance this against tech costs. After a first iteration of 1.90 in which these became very low - much too cheap really - there's been another one (u

94 Replies 562,438 Views

Hi, I'm playing another game of 1.90 - Thalans, Huge Galaxy, nine random opponents, no tech brokering, Genius level - and have been struck by the wild swings in tech values in successive builds. In my previous game of 1.90, as other people have pointed out, the tech was way too cheap but this time it seems to have been retuned completely the other way. After 150 turns, I have over 9K research per turn and something close to 100 techs (not open at this

0 Replies 4,324 Views

Hi, A few things. Research is much faster than previously and Incredible level which I had been playing fairly successfully, now seems heavily buffed which puts it beyond my scope. When you end turn with a constructor in a starbase it demands you upgrade the starbase. Even when you don't want to and try to queue an eject it, demands you upgrade to continue! When you rush a building on a planet, the display doesn't update to reflect this. And when

66 Replies 199,945 Views

Hi, As of 1.90 if you have a constructor in a starbase which you want to eject then it seems to demand that you upgrade the starbase even if you don't want to. I queued eject but it wouldn't let me proceed until i'd used up a rather useless upgrade. Cheers, Jon

94 Replies 562,438 Views

Hi, I see that in the interests of balance the starbase minimum distance has been reduced to 3 squares. Isn't this going to make the Arcaeans massively overpowered? In the early middlegame - rather than later when they've got the two distance extensions - they're going to be able to build 18 economic starbases around their main planets, in a ring of six three squares away and a further 12 six squares away. Once they've got the two distance extensio

94 Replies 562,438 Views

Hi, I had a lock up under 1.82 - press enter the game (but happily not the computer itself) gets stuck in a repeatable way after a save - and tried upgrading to 1.83 without success. There were two ways to unlock using the cheat menu but both had disadvantages. Firstly I disabled fog of war and this worked except that when i re-enabled it the minor civs whom I'd now met remained visible. I suppose I could have ignored them till I met them

1 Replies 6,496 Views

Hi, I posted about this before. My game has stopped recording the times of saves correctly. I believe it exaggerates before 9 hours and then slows down dramatically afterwards. For instance in a single session (in which I certainly didn't reload) it shows: Previous Auto-Save 01.02pm 9 hours 26 minutes AutoSave 01.23pm 9:27 Game saved 01.41pm 9.27 I've ratcheted up a lot of hours with the game and have just gone over 10

0 Replies 3,844 Views

Hi, I'm playing a game under 1.81 and the starbase extension bonuses have stopped adding. ie when I build a base and add the 2 and 4 square extension modules in it's recorded as just the 4 square extension: which is annoying since it's one square away from being an economic asset. Has anybody else had this? I can easily send a save if necessary. Cheers, Jon

6 Replies 39,687 Views

Hi, I was wondering whether we could have an in game option as to how many techs are necessary to trigger the Age of Ascension. Obviously I could turn off Ascension victory or use the option to make techs more expensive but I'd prefer to have a choice between the 128 currently in operation, the 180 which was the original setting - and seems better to me - or maybe a longer setting. (Is this something that can be trivially tweaked in an .xml - even so s

1 Replies 7,373 Views

Hi, I'm playing with 1.71 and have got to a point where when I press turn the game locks into "wait" and can't escape. Happily it isn't freezing the whole system though. I've saved, verified the files (in the Steam interface) and reloaded but the problem persists exactly the same. I was wondering whether other people were experiencing this problem and attempted to submit a ticket. Please Stardock could we have a better inter

1 Replies 5,904 Views

Hi, One thing that must have been mentioned somewhere but I can't immediately find is that the favourites selection in the shipyard list gets lost each time you reload a game - obviously it should be retained. Cheers, Jon

27 Replies 80,132 Views

Hi all. I appreciate that once implemented properly the automatic starbase upgrades will be splendid but it really does need improving. At the moment I'm spending some time every move scanning the shipyard list for the appallingly out of date "basic constructors" and replacing them with something sensible. This does alert me to the fact that the sponsored starbases need upgrading but by the time I've sorted it out it's taking much longer than the original ver

16 Replies 30,857 Views

Hi, I've just downloaded 1.7 with a game already being played. The main thing I noticed was about the starbase management and I realise that bolting on the new handling onto a game already in progress wasn't a totally fair test. What I would second is that there needs to be improvement on the constructor creation logic. You really need a global setting of default constructor which can be updated as new designs become available. At a stage when my n

27 Replies 80,132 Views

Hi, In a couple of recent games I've been at war with some of the more bellicose AIs - Drengin and Snathi last game; and I've at some stage considered negotiating a peace treaty perhaps to fight somebody else. The AI seems to have an extraordinary sense of their own power. For instance after a long war in which both sides have lost some ships, them more than me and no planets have changed hands, I've eventually got ahead in power rating both overall and militar

3 Replies 7,648 Views