It does look like you have to do it. There do seem to be a few oversights here. 1. Synthetic should give a few basic technologies - not necessarily as good as the Yor tech tree. 2. Perhaps the Yor tech tree should be better too for non-synthetics if the option is enabled. 3. Synthetic/non-synthetic races should only ask for the tech they can benefit from.
UnleashedElf
[quote who="Primal_Savage" reply="874" id="3546948"] And this place is as dead as a doornail as we're getting close to 6 months without a patch! [e digicons]:grin:[/e] I'll probably not be on much next week, so I'd say 1.8.f. won't be coming out until the end of May (e.g. 29th sounds like a target...). [/quote] I would imagine most have moved on to SK or GC3.
As indicated, I'd like to see repair converted to percentages. The other thing to see would be: 1. As suggested, a starbase module for repairs 2. A planetary improvement around repairs
[quote who="Publius of NV" reply="1" id="3546932"] Do you think it's still too slow when the ship is repaired faster in a planet orbit? [/quote] It is somewhat faster, but still too slow I think.
[quote who="JorgenCAB" reply="20" id="3546519"] I don't like abilities such as Patriotic that get rid of ALL penalties like that. Patriotic should only receive half the penalty or something. Abilities like that can be abused to a very high degree, pretty much the same problem as the Engineering trait before that was changed. [/quote] I think it's fine as is. You want something to be good enough to be "worth gett
Is it a good idea to play the game as synthetic while not using the Yor tech tree? Would you be at a huge disadvantage?
I think that repair is way too slow - for large ships, it can take hundreds (I'm not exaggerating) of turns to repair a ship. Recommendations: Make repair a percentage over time, like say, 2% away in enemy space, 3% at home, and 10% near a friendly planet or starbase, allowing ships to quickly repair. The Iconians would need their "repair on the go" abilities buffed.
I would recommend contrary to the posts above, letting the AI cheat. The AI should get some production and money bonuses. It is struggling with colony management and getting its empire set up quickly. The other issue as raised is that the AI needs to be building up their production buildings right away.
[quote who="rossanderson48" reply="76" id="3543965"] Modders are freeloaders that use DEVELOPERS design and tools to modify a game. They are hardly professionals and most likely do NOT test what they have made many times over or use others to test the BALANCE issues of what they have done. Graphic modders are another thing and I have no qualm with them. But, those that change number around and core things that are possible to change I will always be leary of and so should everyone else.&
[quote who="Ashbery76" reply="1" id="3544914"] The early beta battles looked MUCH better as the ships were at much longer range.It looked epic Now they start too close together.It looks stupid like in GC2.. [/quote] The ships need to start further apart. I would like to see things like a better AI put into place - ex: if I have mostly missile weapons and the speed advantage, the optimal thing to do is to try to kite. &
Does anyone have a big chart of the major differences between the racial tech trees? Just interested to see which parts of which races excel at what.
One problem with multiple modules is that you still need to spam when upgrading parts - you still have to manage all of the constructors. It's less intensive, but still can be micro heavy.
[quote who="tgallo" reply="20" id="3524336"] How did you do that? I would like to know. [/quote] Sorry about the necro, but I was able to do this via modding. [quote who="Thecw" reply="25" id="3524400"] The ship by UnleashedElf does not have 1500 logistics points, but 1500 mass points
Another option may be to allow building another constructor to be the option to "hurry" production and normal starbases to again, be like planets in that you queue the modules you want.
[quote who="Franco fx" reply="10" id="3536230"] I still want more and better ways to deal with constructor and star bases, but I have to admit that the more I use the send constructor system the better I like it. I have learned that any constructor that I build must be used to build a new starbase/mine. Then I order the constructors needed to upgrade and forget it. It might not get built as quick as I would have built it but with a little patience it gets done without all the previous
I suspect that a bigger file in this day and age is probably not a big problem. On the other hand there is the advantage of standardization if the community mod is used. On that note, I think that most people have probably moved on to GC3 beta by now, so activity is probably much lower than in the past.
I know that this is not the only thread on this, but I think that way too much time is spent on starbase construction. I'd argue there's more time being spent on starbases than on planet management and ship construction combined. It gets to the point where it detracts from the enjoyability of the game. What is needed is a simpler system. Otherwise, late game in large maps ends up being bogged down on starbase management. I propose somethin
As it stands, it's too easy to flip over enemy planets. It doesn't provoke the necessary AI response. The AI does not respond with its own culture or something else like a massive military response after a certain point. The issue is that it's possible to win a culture victory without really trying - you have to suppress culture for other types really. The first problem is that the AI intelligence ne
That does seem like another option - peaceful assimilation. Age of Wonders 3 does have a similar mechanism, although I wish there was more depth to it.
Would it be possible to give this game some degree of Steam Workshop integration so that it is easier to mod? This could be an expansion idea as well. It would make installing/uninstalling the mods a lot easier and a lot more seamless than just XML files.
[quote who="markmid" reply="9" id="3531579"] Quoting Ashbery76, reply 8 I think the game needs to model population types.Them having minor race traits is pointless if you cannot use them when they become generic populations after invasion.. Rather than micro pop types. H
Should I move this discussion off to a separate thread, seeing that we are taking up one dedicated to modding?
Right now the problem I see is that all they have is a lucrative planet. That's it.
I think I like Tandis the best, although the Dwarf is also pretty good so far.
You get 8 books to start with - what are your favorites and why? I've been trying out: - 7x Chaos - 1x Enchant All Enchant All Chaos Still tinkering about though.