Gilmoy
Influence starbases are probably too weak to overcome the "influence clock" lead. Influence still depends solely on game turns x influence growth. Click enemy planets and check their Influence Growth (which is public). Multiply that by the turns you think they've held the planet. That's their total current influence. (Actually, it's an upper bound. You don't know the history of their +ig improvements, if any, so you can't know t
Suggestion: You Get What You Pay For. (And then you pay.) Add a +mp cost to "finish" a Colony Capital. Colonization Event screen also has a Capital Placement choice, with the following choices: Prefab. Random hex, but fully built. (this is what we have now) Bad: Game engine picks a random hex for you. (Or maybe it deliberately picks a "bad" hex?) Good: Your capital is instantly f
[quote who="a0152570" reply="3" id="3524176"]Not true for me, i have always had to research both of them separately[/quote] Same here. I have Tactical Heal but not Strategic Heal. 3 spells later, I was offered the choice to learn Strategic Heal, but I took Tutelage instead. It has not reappeared, so I still don't have it. Tandis, medium random, etc.
You're missing a constant of 0.25 in your equation, representing the intrinsic 4:1 cost of Research Project (4 mp => 1 rp). Hence your +manuf% must be exactly +300% to break even, and > +300% to make a profit. You are correct that a medium-large planet that builds a (nearly-)full ring of manuf, or overlaps 12 economic starbases, can easily exceed +300%. Then it is more profitable to migrate your research and wealth planets to be some convex combi
When his invasion fleet beats your defense fleet ... quick, scorched-earth your own farms and rush-buy some Planetary Defenses just to soak up more of his droptroops. Then he'll have to pay 4 transports per planet, instead of using 4 transports to take 4 planets. So maybe it's fine that Planetary Defenses takes a hex. Most of the time, you build social stuff instead. Only planets that are actually in imminent danger of invasion go into panic-build mode and re
I just had the opposite problem: Around turn 40, right after I founded Avalan (2nd city), Vetrar + 2 brutes came looking for me (or the shard adjacent to my 1st city). My L6 Tandis + 2 dwarves + 2 pikemen were estimated to have "crushing defeat", but Tandis wasting 1 turn on Inspire (+15% dodge) actually made Vetrar miss almost half his (many, many) swings. (Vetrar must have Initiative 30 or so!!) Halfway through, it occurred to me: oh duh I might as well ca
Currently (Beta 4 Patch 2), all production queues (social, shipyard, tech) are still fully lossy , same as they've been since Alpha 0.31. What bluequasar1 describes is a separate (lack-of-)UI for Ideology research grants only . When you get a lump sum of free research points from Ideology, the game engine does enter a nice (but completely UI-less) for-loop until you use up all of these rps. You can, indeed, gain 1-2(+?) tech levels from
Kentucky Fried 4X does tactical combat! Well ... Mounted! Long ... Range! Enormous ... Warhead! And if you get past those, then you can invade. More seriously, today's prototype next-gen beam (laser) and kinetic (electromagnetic railgun) weapons still run into an energy wall. To deliver a certain number of MJ (megajoules) to a target, you must generate that energy somehow, which means you still must carry around at l
Different weapon ranges is, in fact, historically accurate ;) It's just that B4.2 damage rates must all be tweaked to achieve a playable game balance. Using energy-per-damage as the unifying concept: long range + fast transit (beams) ==> low damage rate short range + slow transit (kinetic mass) ==> high damage rate? This postulates that the most efficient energy delivery is kinetic. That's true in 21st-century Earth.</li
The seagull can enter it! For ground units, you must research Summon Dirigible :)
[quote who="androshalforc" reply="2" id="3521670"]keep that colony ship going around in circles[/quote] [e digicons]:rofl:[/e] Seems a perfectly good use of five ships. All engines, no modules.
Those are just XML typos. Don't worry about them. There is no deep mystery; it's just a typo (or several). Stardock has no "GC3 tree of buildables" tree editor, so they use one big fat Excel file. Humans are poor at manually enforcing tree-wide consistency from raw source code. Hence we go to such lengths to build compilers (including TeX/LaTeX) and application-specific editors (CAD, Visio/PowerPoint/graphics, spreadsheets, home/online tax prep), and le
Hehe ... my college roommate Kevin objected to the AD&D class system on the same grounds. He said, " If I want to play a non-human fighter/cleric/magic-user/thief (which I shall hereafter call the "ziggy") with no weapon, armor, or level limits, then I darn well shall do so". His ziggies can cast mage spells and backstab while wearing plate and wielding two swords. He even went so far as to grant to any player who had the gall to run a ziggy all
[quote who="Taslios" reply="42" id="3520390"]... I would really like SOME element of surprise, or connectedness ... Right now the four areas do not link, and force a separation that is NOT found in real science.[/quote] By deliberate choice. Non-branching tech trees is the Tao of Stardock . I'm fine with that; I don't expect one game company to cater to everybody's whims (even mine). As some posters repeatedly point out, Stardock is just one game
SI invited Jimmy Buffett to write a feature article. He said, "What do I know about sports???" ... but then, he realized, hey I spend half my life in shorts and sandals on boats hunting big fish. I'll write about ... that time I missed a strike, and a pair of five-foot tarpon swam lazily past my boat in six feet of water. And it was fascinating -- made you want to go hire a guide and wrestle a mako for four hours. Meanwhile, two small fighters flew past m
Known since Beta 2 (and maybe earlier). Work-around: Manually delete the project, then re-add it, and it will "forget" its Rushed buggy state. It's a game mechanism that evidently hasn't gotten any dev time, as they prioritize bigger fish.
So right now, it gives you +0.05 logistics per fleet? :) That's enough for, like, a dashcam GoPro ...
In lieu of responding directly, I'll give my typical meta-response, in which I see this problem-instance as one exemplar within a (much) larger space of game ideas. 4X is (surprise!) not the only genre that exhibits this symptom. Hence, my arch-solution to the problem category will also somewhat transcend a 4X's scope. [quote quoting="post"]- Star bases require more micro management ... - [Constructor spam] is time consuming, and tedious, and really not all t
I support the OP's terminology! Wormholes as first-class values! Then I can write a lambda function that returns a wormhole, remote-run it on your PC, and your entire call stack falls into the wormhole! ... but some programmers argue that this has already happened in the past. From the outside, it's a Big Crash. From the inside, it looks like a Big Bang ...
Could edit the original post to say "RELEASED ON 01/30" :)
3) flexible 4) working as designed :) I agree that Micro Sucks, but I disagree on the fix. You want to dumb away the micro by removing the decisions. I want a full script language to write my own automation. Neither of us are going to get what we want ;)
Somebody check the (new Beta 4) mass value of the Survey Module. I suspect it's huge, and no longer fits at all in a medium hull. Hence the autodesigner tries to put a survey module in, fails, and then it fills up the empty capacity with Navigational Sensors instead. Can anybody verify? (Just select your ship, click Details, list all of the components, and manually add up their masses, cross-checking with your own Designer or XML files as needed to get the raw nu
[quote who="a0152570" reply="6" id="3518761"]The ... cannon fodder t[r]ick works well, however they really lack movement pts slowing your fleet down and taking a long to send in replacements.[/quote] That was a classic Russia tactic in Avalon Hill's Third Reich: Prefer to k ill the minor neutral infantry. Minor neutrals are the conquerable nations of East Europe, and whomever conquers them gets to rebuild their units as his own. Even wi
[quote who="Casorian Emperor" reply="23" id="3518760"]The fighters in Battlestar Galactica never took out a huge cyclon ship, did they? Capital ships fought it out with nuke missiles and some type of heavy beam weapons. I also seem to recall some AA guns shooting up the fighters as they got close.[/quote] Depends on the series :) The original BG (let's call it "BG1" - late 70s, immediately after Star Wars in 1977 -- gosh I'm old ) established the canon that a sin