Franco fx

Franco fx

Joined Member # 642180
0 Posts 37 Replies 21,468 Reputation

I think it is a great idea and I also think that planet sizes should be increased. A PQ 10 planet is not desirable with current resources using 1-2 spots in addition to the planet capital. You can't terraform the planet quick enough to take advantage of improvements that should be built. IMO the average colonizable PQ should be 16-18 instead of the current 10-12. No colonizable planet should be less than PQ 10.

14 Replies 14,324 Views

The game seems short on Durantium and long on Promethium. It may be intended but it is wrong imo. They also need more anomaliies nwhen the game is set to max them out. They give you all that surveyor capacity and make it no point to build them when there are too few anomalies to bother. The only anomaly ship worth having was the merc surveyor that gave you a hundred per. Then they nerfed that to 25 making it worthless imo. Love the game but it can irritate me.

6 Replies 7,853 Views

I am playing last night and doing great, excessive map with 15 ai. Coming up on 100 turns I am way ahead of all the contacted ai and the non-contacted in production and research and I am 4/15 overall in military. My two neighbors are both behind me in military and I am more than double them in total power. I am pragmatic and one of my neighbors is Malevolent and turns hostile. Okay then, we have an arms race. I am turning out medium hulls in 2 shipyards in 3-4 turns (I know that'

1 Replies 37,720 Views

I don't care for GCIII pirates. The are just a boring nuisance when I am expanding (yeah, I know that is what is intended). There is plenty of action in the AOW, particularly with the new and improved aggressive ai. I have played with pirates in other games and I will play with GCIII pirates when I can negotiate/bribe them as well as shoot it up with them.

6 Replies 21,287 Views

If the ai had picked off all three resources, I might buy that. If the ai had refused to sell at any price, I might buy that. As it were, they proved that they had a price but it was so ridiculous they passed up a chance to damage me for one lousy resource. I was willing to pay way more than the ship and the resources involved was worth, but certainly not what they were willing to take. Bottom line, if they are willing to trade a ship for a price, that price should be high, but not ri

5 Replies 27,024 Views

LOL, I am playing last night and I see a rival faction's constructor bearing down on an extremely rare triangle of Durantium. He is about 3 hexes away and I am about 10. I figure I will buy the constructor at any price since those 3 nicely arranged Durantium spots are the high point of the game so far. Long story short, I finally get an agreement to sell me the constructor, for all 9 of my star bases and my home planet. Naturally, I just flipped him off and went home. Shortly after he

5 Replies 27,024 Views

[quote who="Synagas" reply="2" id="3678562"] I seem to have the opposite issue myself. A lot of trades I cannot get very favorable, even though I have tried to get a fair number of the diplomacy research out of the way to improve it. [/quote] I have had the same problem with ridiculous trade offers, with the bar set at equal. Since I hadn't researched much diplomacy, I figured that might be the reason but I am suspicious.

13 Replies 34,938 Views

AI asked for a trade. They had Colonial Engineering available and I tried to trade for it, but could not make a deal. Little later I researched the trade and when I traded with them again Colonial Engineering was not on their list and I made a deal with them offering that tech and they jumped on it. This is just one of frequent incidents where the list of available tech for trading does not appear to be reliable and true as to what is actually available. The faction involved was

0 Replies 13,632 Views

In my current game with custom faction that is tried and true, I am not getting the free rush build on new colonies. It was working before the last patch and I didn't see that it was being changed. If it was changed, what good is it now?

2 Replies 18,625 Views

The bigger the mod, the greater the chance for failure. I have had poor luck with big scale mods. If I don't fully understand and look at all the xml, to know how they are implemented, I pass on them. Some are just over my head. I never have a problem with mods I make myself, probably because they are fairly simple and each only addresses one issue. I don't have the patience or the typing skill to pour over and type massive quantities of xml. :) I fully understand

20 Replies 63,225 Views

Brad indicated that he feels that trading is a strong point with AI intelligence. Maybe, maybe not. In a recent game early on, (50-60 turns), I am trading with the 2-3 factions I have met. The negotiations went nowhere. The AI offers were ridiculously one sided. They offered techs that were low valued (4-5 turns) in exchange for 10-15 turn techs. I am not sure where they get the turn times. They don't jibe with my tech schedule so I guess they are theirs. That middle bar is meaningles

3 Replies 12,362 Views

I get what you mean, I think, but in the end I believe you are wrong. The game is more difficult now but that is not necessarily bad. I could play the previous game without ever thinking very much. Now I have to agonize on every turn things like whether I want to colonize that PQ 9 instead of the PQ 13 because the PQ 9 has Elerium and Precursor Nanites, and I need both of those things bad. Every turn is important, whereas previously this was not true. I'll admit, it can be frustrating

30 Replies 176,012 Views

What file is used to adjust the time it takes to research a tech. It seems it would be MasterTechDefs but I can't find the code that controls the time required for the 3 choice techs. Specifically I am trying to mod the file that requires more than twice the turns to research High Capacity Hulls in Zero G Optimization.

2 Replies 26,861 Views