Syrkres

Syrkres

Joined Member # 2000952
1 Posts 23 Replies 7,200 Reputation

I believe this is because of Admins and AI changes. I will say I haven't seen any that haven't expanded beyond their own system, but their number of planets are greatly reduced and easily to surpass the AI in that regards.

3 Replies 14,777 Views

It would be nice if we could get a basic game that works rather than posts about how awesome the game is or tutorials for a broken game. As you can see below by the image I have several "Ship Construction Improvements" yet the basic factor "All Construction Improvement" only applies to some. Many of the Ship Constructions Improvements act this way.

3 Replies 9,632 Views

Create (or Edit) a race and give them Colonization Trait (this gives you back Admins each time you colonize a planet). This is basically easy mode because you will have many more planets than any Civ that does not have it. Gives you a great production advantage. Another thing I do (as I like bigger ships) is (while not at war): I will colonize a planet in a star system that has more than one planet and assign/create a shipyard. (repeat five times, assigning it to the sa

15 Replies 61,625 Views

[quote who="Franco fx" reply="5" id="3687101"] need to know that if you request legion for your colony, the game will send 1 legion every turn until there are none to send. [/quote] This may be what is happening. I believe I did build Station legion, but i can't remember what planet. So again need a way to see where my legions are stationed and where they are going.

11 Replies 39,775 Views

Ok, I am looking to override some buildings like "Strategic Command", which is a Ship construction improvement, but neither gives a bonus or receives a bonus from neighbor improvements. I did edit the "ImprovementDefs.xml" file in the game directory, but it seems to get overridden. Do I just create a mod and add my own "ImprovementDefs.xml" which overrides it? Thanks

2 Replies 10,329 Views

Looks great. The equality seems a bit overpowered with citizens. quick feel seems like too many at each stage. Also compared to the other two, the citizens could start effecting the civ immediately, where as the others you need to send out to explore before they can become useful. So this doubles the usefulness of them. Possibly cut them down by one (per chain), also assume those to +5 moral should be -5 moral? (otherwise again they seem even more powerful)

113 Replies 137,130 Views

[quote who="Stohrm" reply="1" id="3681411"] I created one called "Displaced" that provides a Survey Ship, a Constructor and Colonizer. The concept is that the fleet (inadvertently) went through a wormhole and deiced to start fresh (as their own faction now). What ships were originally in that fleet are based on what a persons other choices are in the long run. They can choose to start with the 2

2 Replies 10,832 Views

Ok, Since we now have privateers (bandits which don't directly tie back to us) a galactic black market would be a nice feature. Civs offer up things they are willing to trade, and/or you can request resources and civs give you a price. It's really a pain going through 30+ civs to find which has the resource you are looking for then trading for it. Markets have been around since trading began, so it would only seem logical they exist in the space....

0 Replies 10,693 Views

What would be cool is if we could "upgrade" parts of a ship rather than a full ship. For example I have a colony ship, which has experimental life support (super long range) which would be cool if I could convert the colony module over to a transport module, etc.

0 Replies 3,402 Views

You could add different city "enhancements/upgrades" in different places in the tech tree. For example down the entertainment line, you could have cities that buff approval because of things like sports complexes or such. All would increase population, but also would provide adj bonuses: Blue collar(Buffalo) city +plus to manufacturing White collar(silcon valley) city +plus to research ???(new york) +plus to income

14 Replies 14,318 Views

Because like the old game the AI still builds a base per planet, but now because the production is split regardless of focus, each planet can now produce ships without taking a hit. (rather than fix the AI from building a shipyard per planet). So if they have 19 planets, they have 19 shipyards (probably only a few mining bases) and after x turns can produce 19 ships....

1 Replies 17,109 Views

My thoughts is because the AI always builds shipyards for every planet by forcing it into two values, those shipyards are now useful. If you do not build a shipyard or tie a planet to a shipyard that manufacturing is wasted. Where as before you could add the extra production to non-Military production. Now it's just lost...

25 Replies 195,131 Views

My biggest concern is I create a colony ship or a constructor, and then start the looooong move to get where it needs to get only to find it I can no longer claim it be a planet or resource. So then I can either drop it on nothing (starbase/constructor) or just lose it (colony ship). I would be fine if you lose a starbase in combat the admin is lost (died with the crew), but a ship that I haven't yet "transposed" either to a planet or starbase I should be able to recover the admin for

40 Replies 296,735 Views

Also - if the game is using a "Faction" as versus a CIV and you have not edited (giving it proper attributes) it looks like the game defaults giving it: Colonyship Scanner ship Constructor They can immediately populate 1 planet, create a shipyard and start scanning the anomalies. I started trying to convert my factions over to Civs (Ulons - which you are showing above), but when I save them they do not show up under Civs, so it'

10 Replies 29,999 Views