I like the free asteroid miner on researching asteroid mining. One would think that part of research would involve building a prototype to test technology, so getting one for free makes sense.
iRedEarth
I'd like to have the Yor "uplift" a minor civ's robots to overthrow their creators. Thus creating a proxy that can harass the area, without being tied directly to the Yor. In my imagining, the uplifted robots don't even know the Yor were involved. They believe attacking organics was their own idea, and instinctively know to not contact the Yor. It's a hands off experiment.
As I have been modding ship design templates, I suggest this ship design templates improvement: As is there are currently two options for a given weapon type. The enhanced(resource) version, and the cheaper version. However there are often times, especially early in the game, when the enhanced version is not more powerful and thus a waste of resources. So I propose a new option that would be like "BestKinetic" which would equip the highest damage Kinetic weapon rather than being locke
Here's something that's holding me back. Custom civ dialogue seems to not often work. I set up a lot of it and it often doesn't appear in game and I don't know why. Also it's hard to test because who knows if the situation necessary for the text will ever happen in a game. I have a civ that's whole thing is illusion and mind control so their dialogue is not really making offers so much as telling you what they want is already what is and you either accept it or become confused/angry.
[quote who="SchismNavigator" reply="10" id="3746110"] Quoting iRedEarth, reply 9 Okay, there's another bug that fixes this bug for some reason. If I upgrade my commander to a privateer, it scrambles the mercenaries and other ship designs. Hiring one mercenary gets you a different one, and the ship designs in the
[quote quoting="post"]... 4) Fix the fleet editor. It is still missing ship types (drones, namely). Custom fleet editing via XML is ALMOST unnecessary, and is very time consuming because the Fleet Editor is too flawed. ... [/quote]Adding to this, it's missing the Knight (balanced tiny) design and the titan (huge balanced) design. And the "beam support" is actually all four types of support ship and while the standard civs correctly name them tactical, bea
Okay, there's another bug that fixes this bug for some reason. If I upgrade my commander to a privateer, it scrambles the mercenaries and other ship designs. Hiring one mercenary gets you a different one, and the ship designs in the shipyard are in the wrong groupings, like a small survey ship as part of a tiny kinetic group. However, this lets it get to the next turn. I'm not happy though because I've given up on using the privateer so I can avoid this bug but now it seems li
Yes, and it goes back to the beginning of the turn before the freeze.
It's totally frozen. I can't save or load.
No, I haven't had a lock-up in a long time. A crash now and then but not a stuck turn.
I did upload it. It's the external link. Link I can't tell what's causing it. I thought it might be something to do with a citizen transport resting on a rally point that is on a defended anomaly which I was about to start combat with. However I loaded one turn before that and other than the citizen which I can't control, I didn't do the same things but it still froze.
I end my turn and it freezes and never gets to the next turn. There's also something where my citizen transport teleports to the lower left corner but I don't see that every time.
Forgot to post updates here. <h3 style="box-sizing: border-box; font-weight: 500; margin: 0px 0px 8px; padding: 0px; color: #e1e1e1
[quote who="wasmguy" reply="51" id="3715830"] Diplo screen is no where near representative of actual relations ie the difference in shown positives and negative rarely seem to equate to actual relations which personally I find quite annoying Edit: Just had an event to give +9 diplomacy and 100% range to everyone's ships (benevolent option). Only thing that seemed to occur was 100% range for me which was the pragmatic choice (still got the right ideology points).
The plan: To establish a commonwealth so early as to essentially have two empires developing in parallel. The result: Didn't work <div style="font-family: 'Helvetica Neue', Arial, sans, sans-serif; font-size: 16px;
[quote who="lyssailcor" reply="12" id="3713303"] Quoting Nilfiry, reply 12 Raise yo taxes. lol I swear, once your production is at a certain level, you can tax at 100% without any significant dent to production. At 100% tax one would think a "normal" civilization would collapse, because why would anyo
Do the Threat/Fortitude/Value numbers do anything other than determine the combat role of an AI designed ship? I've been fiddling with them so I'm wondering what unknown effect they could be having. Like, does the AI choose what ships to build based on these values? Does it look at Threat if it intends to build attack ships? Does it use Value to determine if a ship should have an escort accompany it? On module of particular interest is carrier mondles. They have 6 Threat and 10 Value
Beam and missiles will fire first so blocking the first shot of those is more important to early survivability. Point defense especially, with the high of 36 damage from a single shot, benefit far more from defenses absorbing the full damage of an attack with no overflow even when there's only a single point of defense. <br style="color: #dbdbdb; font-famil
From what I've seen, the AI always goes for the longest trade route possible. So the only way to encourage trade is to be in the corner of the map.
They work but they are one sided. If you offer then they get the bonus. Is they offer you get the bonus. It shows up in your income breakdown as Thalan +20% for example. You still can't ask for it though, you have to wait for them to offer.
R.I.P. wild grain. With its +3 on and +1 adjacent population bonus it was always a good spot for a city with a more than self sustaining ring of farms.
This isn't Banished. I don't want to have to plan for winter, especially winter on dozens of planets with different seasons!
Does silicon life actually need durantium? Seems like they eat nothing at all.
Concern: I play maps with low planet density. I've had more than a few games where one resource is completely absent. This system would mean there is exactly X amount of food in the galaxy. How do I know I won't get several hours into the game and discover there's only enough food for one city total? Or less?
So I'm wondering what size map and planet density everyone plays at and your opinion on food systems. Cuz for me I try to play with fewer planets available so I won't have to manage too many colonies. Ideally like ten. Now I'm fine with the food system, but others have found it tedious. I suspect the difference might be because with fewer planets they can all be important and I still need to make decisions on where farms should be, while someone with more planets likely either has a p