Working now, thanks!
Uncle_Joe
These look great but unfortunately I can't get the Cheap Colony Ship and Constructor Designs link to work. :/
FWIW, I've lowered the 'Total Manufacturing' on Colony Capitals from 5 to 2 and on the Civilization Capital from 10 to 5. This has made the early game decision making a bit more interesting since you don't always have that pool of production to get everything rolling so quickly. It always bothered me that you could send a minimal population to a colony (1 or 1.5) and still be able to get the basic buildings built in 2-3 turns anyways (also making 'Colonizer' a
Is it just me or does it seem that the techs that reduce the COST (not mass) of 'x' or 'y' component are pretty weak? I mean, 10% cheaper Shields? Or Beams? Really? As opposed to more accuracy or 20% less mass ? That seems like a total no-brainer IMO. Granted I'm playing with tech trading off so the decision is even more crucial but it seems like there is little reason for the cost decrease techs to even exist. MAYBE if they were 50% saving or 75% savings t
I added the defense bonuses. I'm not sure if they worked or not though. There is no UI display for the bonus that I can see. The game didn't error out though so maybe it's working as intended. ;) Thanks again for the assist!
I was about to ask about that modifier. I see it as +25% in my research breakdown but I've left everything on default (normal size map). Maybe it's some combination of map size and other settings?
Awesome. Thanks very much guys. I'll give it a try!
I'm trying to make hull choice a bit more interesting rather than 90% of the time, 'bigger is better'. I've already added some base speed to the smaller hulls and it's worked out really really well (the early game is more interesting and the AIs seem to do better since they tend to use the default slow small ships). But in addition I'd like to add a bit of a defensive bonus to the smaller hulls to keep them a bit more viable later in the game. Is that possible
[quote who="Sansloi37" reply="9" id="3561739"] Quoting Uncle_Joe, reply 7 ... - what precisely is this mechanic supposed to accomplish? So I guess I'm just not seeing the reason for the mechanic to exist. Perhaps it's simply a relic of a previous version of how the econ worked (ie, similar to 'Trade Goods' i
Yep, agreed. It's likely going to be a pretty small number overall (although it'll make more difference earlier than later) but that brings me back to my second question - what precisely is this mechanic supposed to accomplish? In the Civ4 designer's notes, there was a very good section about 'interesting decisions'. If something is always beneficial and you always have the option to do it, it shouldn't be an 'option' in the game - it should be by
OK, thanks all. So unfortunately it seems like another micromanagement need to optimize the colony output, eh? :/
Does anyone have any info on how Economic Stimulus (and the similar 'projects') work? It looks like if you just have them as the type item of the queue, you get a 10% bonus but you seem to have to allocate at least 1% to manufacturing to get the bonus. But it doesn't seem to matter if you put 1% or 50%, the bonus is the same. Is this correct? If so, what is this mechanic precisely supposed accomplish? Any ideas? Thanks!
Yes, I'm pretty pleased with the way it works now. The early sensor boats are expensive to quick-buy and they don't seem to have the same reach so they seem like a pretty good trade-off now. Later in the game, I still need a few around (usually one for each 'front') rather than just one to see the bulk of my territory.
Same experience here....the Yor consistently have 2x or more of the score of the next highest AIs.
FYI, I just tried this and it crashed to desktop when creating the map (with the current Steam build, no mods). Anyone else have any luck?
I don't understand what happened to the AI. On Normal now it is totally lobotomized! I reported this as a bug with v1.5x and many people confirmed it. Am I to understand that this is intended behavior? I mean the AI was obviously never 'good' before but at least it DID something. I just played a 're-learning' game on Normal with a friend (his first time, my first time in quite a while) and the two AIs we played against did literally almost not
Did the somewhat 'dormant' Normal AI get fixed with this patch? Hard is a bit too much for me just re-learning the game but with 1.5 (and DLC), Normal just did basically nothing. It expanded to a few neighboring planets and then basically just sat. When I attacked much later in the game, it had 2 Cap ships and nothing else. This has happened in a few games now so I don't think it was just a freak occurrence. I don't se
I'd like to know too because the 'Normal' AI seems to be broken atm and basically doesn't do anything.
Not sure if it's a 'bug', but the AI isn't doing anything on 'Normal' level. I'm playing 1v1 on the default random Tiny map. And 2 games in a row, it's essentially done nothing (first game was with beta, one today was with official patch). It's colonized a bit, but the ONLY ships I've seen are Colony Frigates and 2 Sova-Class Carriers. That's it. Nothing else. I just launched an attack on their homeword and both carrie
Having only limited multiplayer experience with SINS, how possible IS it come back from early setbacks? To me it looks like the game mechanics are more of a 'landslide' where one significant loss means that losing the game is just a matter of time. And honestly, expecting people to sit and play a losing position for an hour or more is just not realistic. Of course this refers to 1v1s. In a team game, I think its bad form to leave unless your [I]entire[/I] team is ready to concede. But w
While I personally havent seen any real problems with Siege Frigates, I wouldnt be opposed to seeing their DEFENSIVE capabilities reduced a bit. I do sort of agree that they shouldnt be able to sit there and withstand enemy fleets/defensese and still bomb the planet senseless. Opposed bombardment should maybe be tougher, but once the defenses/fleet are gone, I wouldnt want to see it take any longer to take out a planet than it already does.
FWIW, I'd vote 'C'. Without some form of online play I think it would be far too slow. But in reality, such a poll conducted on a forum for a single-player game is going to be skewed...period. I would wager that many folks who ARE interested in MP games arent following this forum since they already know the game doesnt have the feature they are looking for...MP (and hence the reason I feel Stardock's original poll was incorrect as well).
I dont mean to offend anyone, but HOW does a bug like that get through testing? Not one person decided to try theses bonuses? Its things like that make you wonder if the 'under the hood' stuff is all working sometimes. I mean if something that can be seen in the first minute goes unoticed, how about the bigger computational stuff that is harder to see?
I've read through and I understand the sentiment against adding MP capability. But I still think it would be worth doing. To me, games really only have longevity if they allow players to directly compete. My crowd is still playing Space Empires 4 which was released 5 years ago simply because we can all get together online and play. We will buy SE5 site unseen simply because of all the fun we've all had with the previous game. The number of people playing Civ4 online was also an e