LOLOLOLOLOLOL THE STARTING POPULATION LOLOLOLOLOLOL THE SHIP DESIGNS The goyims will love this. Thanks! Their custom trait, though, should've been to be able to get other races to go to war with each other for reduced cost to really reflect that Goldman Sachs / Rothschild history
Jaedrik
[quote who="Annekynn" reply="2" id="3613216"] Ah yes, the good ol constructor spam. I actually managed to greatly alleviate that issue by making a small mod myself that doubles a starbases range and removes exclusivity on modules. So I can build 1 starbase that covers a whole system and provides mining/economy/military etc . Makes starbases significantly more enjoyable, though why it requires a mod to remove the base games tedium (you wants to build 3-4 starbases per system??) and
[quote who="grandgnu" reply="2" id="3613587"] As I said, when the game first launched I felt even the slowest setting was too quick. So you'd get lasers or whatever and then a few turns later they're obsolete. I was hoping since launch they've made adjustments to the settings so when you discover technologies they actually have an impact individually and stick around for awhile on ships, etc. rather than being obsolete a handful of turns later. [/quote]If I&#
[quote who="Larsenex" reply="38" id="3612985"]Again if its so easy (for you) and you are not enjoying the game, why come here ans post about it?[/quote] Ignoring everything else, this has an obvious answer. Because he wants it to be harder, more balanced, under his preferred settings, etc.
[quote who="Seafireliv" reply="35" id="3612955"]My message was not to you, but since you put yourself in the line of fire, I`ll answer you. The way I see it, once you`ve chosen your parameters in the options and are happy with that, you should not Reload except for real-world needs. Reloading because you don`t like the way the planets fall is still cheating to get a better win for yourself. So anyone that posts on the forums, saying `I can`t lose because the AI is bad,` is being disin
Frogboy, you've made enemies of the Keynesians in the community. You know about the Chicago school with all that talk about free lunches, right? ;) I've hated the necessity to micro-manage and tediously specialize everything to get optimal results on a per-turn basis. I'm happy with most things that reduce that necessity. Perhaps we could add a bit more benefit / slop for going over the manufacturing / researched required for a thing, maybe adding the exces
I'd like to see a few posts dedicated to advancing the metagame and expounding some best practices / strategies. That way we can optimize our gameplay and bring depth-reducing strategies and mechanics to Stardock's attention.
Reading this thread--not necessarily the first post, but the whole thread, made me realize this game still has a lot of functionality and UI problems. Such is life. It also appears that my medium missile ships and other prototype / resource using ships still aren't showing up. I haven't tested things, but it could be because I'm using an old custom race with a pirate ship template. That's silly.
Ahoy! By ability, I do not mean the race traits found in RaceTraitSliderGroupDefs.xml (Generic abilities like Organized -2 or Clever +1 etc.) I mean the abilities found in AbilityDefs.xml (Patriotic, Ancient, Entrepreneurs, etc.) The goal in mind is to allow a race to have however many abilities it pleases, instead of only the default 2. Help is appreciated! Thanks in advance.