Kblore

Kblore

Joined Member # 2514610
11 Posts 332 Replies 238 Reputation

Rather than a circle (or maybe in addition to a circle), I'd like to see a dotted or flashing line indicating the path the ship will take to reach the targe That would be nice too but the ship's range would be a square not a circle I believe.

27 Replies 19,938 Views

Sure sounds like a bug -- maybe it is displaying a space that is larger than you should actually have from the miniaturization that you got. Have you checked how much space you should have with your miniaturization? I'm finding a lot of little bugs popping up all over the place with update 1.3. Sure hope they clear up with 1.31.

12 Replies 3,667 Views

An example of how to more or less calculate MP ( SP and RP are similar ) 1: Spending% is 90% 2: MP% is 40% 3: Civilization MP bonus is 80% 4: Planetary MP bonus is 10% 5: Economy Starbase bonus is 24% 6: Prodcution capacity is 76 7: no focus being used 8: a build project in the SP build que Calculate base MP first -- call it MPbase MPbase = 76 x .9 x .4 = 27 ( rounded down ) Calculate MP bonus next -- call it MPbonus MPbonus = 27 x (

8 Replies 4,244 Views

If you never build morale buildings, then how do you keep you people happy AND have enough people (farms) for a broad tax base? Short answer -- mining resources both morale and economy Haven't ever had to get by without them myself but probably could. Aggressive use of survey ships to get extra cash during the colony rush -- I get 3

121 Replies 28,262 Views

Wow, guess I forgot just how confusing it was after playing a few months. Kyro's right about actually having to pick a hull type and then the miniaturization shows in the bar at the top of the ship screen.

12 Replies 3,667 Views

Stock exchanges also appear to increase morale by 10% (it doesn't say that in the galactopedia Galactopedia does say that stock exchanges give +25% economy, +10% morale, and +5% influence. If a player really feels the game is unbalanced, they can mod it make it more balanced to their liking. Of course they are giving up Metaverse then

121 Replies 28,262 Views

Do farms do anything but set a limit to population? Nope, they only up the Pop limit. If you are under the limit substantially, is there any benefit to building farms right away? Nope

11 Replies 4,101 Views

It is confusing for a new player Miniaturization does not change ship component sizes. It increases the amount of space on a hull. So for example with 100% miniaturization bonus a medium sized hull ship would increase the amount of space it has for components from 38 space to 76 space.

12 Replies 3,667 Views

noticed that the size price and defensive value were the same for droid sentries II and III. Droid Sentries II should be 6 defense Droid Sentries III should be 7 defense as of update 1.3 I have 1.3, haven't updated to 1.3A yet.

4 Replies 2,584 Views

Not sure if this would work or if it is anything you might want but. You could prob create a Mod and tie all the techs to one starting tech or make them all tree starting techs and reduce all the costs to 1 or so. Then you could view any tech pretty easy.

2 Replies 6,102 Views

Has anyone noticed a dropoff in the value of anomolies At first I thought I did. Then I started running across them and have gotten 4 2500bc anomalies and several of the other cash anomalies. Only got 2 1000bc anomalies for a bit though and it certainly did affect my strategy. The anomalies are definitely keeping my economy afloat and l

82 Replies 21,988 Views

Well, it is a different game. Now I am wondering if I should go back to 1.2. IMO -- nope, 1.3 is a much better game and i'm quite happy with it. Is it perfect? -- Did they add everything I would like? -- No and No -- but 1.3 rocks! Thanks again Stardock

82 Replies 21,988 Views

IIRC the software the devs used to build the manual is rather painful to use, so updating it is not something anyone looks forward to My 2bc I have a feeling Stardock is losing a lot of sales because they do not keep an up to date manual available for download. I can just see a player downloading the demo and then looking thru the onlin

6 Replies 7,844 Views

I'm only getting 39 MAX! It was 56 in a previous game?? As far as I know the Mining modules have been/are: Pre 1.3beta3X : 2-3-4-5-6-7-12 = 39 +5 ( for start ) = +44% for fully loaded Mining Starbase For 1.3beta3X : 4-5-6-7-8-9-12 = 51 +5 ( for start ) = +56% for fully loaded Mining Starbase For update1.3 : 4-5-5-5-5-5-5 = 34 + 5

28 Replies 10,580 Views

The reason your income isn't enough when it used to be is probably again down to the increased maintenance of the initial colony. Just 25 planets is an extra 100BC per turn over what it used to be. Also, the economy buildings are now slightly less potent than they used to be. Also the tax income is only 90% of what it use to be at the start of th

6 Replies 3,602 Views

Im just wondering how the chaps beat suicidal without tech trading on I won a 1.3beat3X suicidal with tech trading off. I was sure I was going to lose it but for some reason the AIs took a long time to attack. Actually They never did start a war with me. They also did a very poor job getting resources so I was able to get almost all the

6 Replies 4,947 Views

From what I've seen, it does appear that 300% and 700% bonus tiles are more prevelant the larger the map size. Currently I'm playing a gigantic map with everything abundant: I have 28 planets 7 have 300% manufactoring bonus tiles 3 have 300% research bonus tiles Even for a gigantic map that is a lot of 300% bonus tiles. Maybe you've read one of my strategy posts where I say I do not buy factories on new colonies unless they have 300% or 700% bonus tiles.<br

10 Replies 6,824 Views

Just talking about the modules that add off/def for the starbase. Got the 22 number from: 6 for each of the 3 Starbase Fortification techs 4 for the Battle Stations There are some more modules that become available with weapon/defense techs -- should be 6 more modules or so. Like i posted: just 'very rough' numbers My attempt to show that the cost to defend with a fleet is roughly equal to the cost to fully equip a starbase with off/def modules. Of co

14 Replies 15,459 Views

But is a fully decked out starbase as tough as 5 huges? Depends on how the tech trees evolve in the game. Actually I'm usually able to get a starbase that can defend itself for quite a while. But eventually a good fleet will be able to take out a starbase. So the only real option eventually is to place a fleet on the starbase. <br

14 Replies 15,459 Views

Just finished reading thru some of the update 1.3 XML files. Everything is pretty much the same as we saw it with the 1.3beta3X except Morale buildings are nerfed even more: they go in + 5 morale increments to +25 morale with VRCs. Research costs are doubled for the techs to get to stock markets. Fully loaded mining starbase will now give a +39% bonus: 1st module +4% -- the rest all are +5% Xeno Farm Construction II tech now costs only 1000RP to research -- use to be 200

11 Replies 3,714 Views

My 2bc Actually the morale/farm changes are not that drastic to overall gameplay. Just causes slightly lower pops on planets and the possibility of positive uses for morale buildings ( I did not build them at all with update 1.2 ) As for 26B+ pops, most players believed it was not worth the effort before. Now you'll prob get huge applauses if you can pull it off. The biggest change will be the economy at the start of the game: the 14bc maintenance cost for the init

11 Replies 3,714 Views

starbases are fine the way they are if you have problems defending them then just put a fleet of ships on it. Agreed. Couple of quick 'very rough' numbers It takes 22+ constructors to fully build a starbases off/def Thats around 22 x 200 MP = 4400 MP total ( about 200 MP for a constructor with lots of engines on it )<br/

14 Replies 15,459 Views