[quote who="Raynman" reply="5" id="3518617"] The Starbases were designed to repair themselves over time, if this is not happening then that is not intended. [/quote] It's not happening as intended (in any game I've played, it's not sporadic or hard for me to replicate). If I can figure out how to do the support thingy, I have a save game that shows it.
ClaytonHollowell
[quote who="a0152570" reply="2" id="3517928"] Quoting Gilmoy, reply 1 Um ... send another constructor and choose Repair Starbase? [e digicons]:D[/e] Is this true? I haven't had any damage yet so i can't test it. [/quote] It
Yes, but I'd already started a new game.
Aagh. That game hung, and I never snagged a save file. If it happens again I'll get one.
Found out (now that starbases are no longer fragile little snowflakes) that starbases don't repair HP in between battles. Even turn after turn, once they are damaged, they stay damaged FOREVER.
For some reason, ideology points are not being spent on the traits, and build up cumulatively. Right now I get a new trait every couple of turns.
I'm getting the same problems, the "free planet" traits seem to generate random planets, not the specified world.
A couple of comments. Bigger ships in the real world (warships), are usually faster. The fastest ship (not speedboat, but ship ship) in the US Navy is an Aircraft Carrier. In WWI timeframe, Battlecruisers were about tops for speed.
There was a random event that was supposed to give my planet an additional tile, at the expense of a 90% reduction in manufacturing for 10 turns. I got one tile, on one planet, but dozens of turns later, ALL my planets get 90% reduction in manufacturing that never seems to end.
[quote who="mrblondini" reply="7" id="3511829"] Fair points - but I still think your Race shouldn't get to know that the UP exists before they meet/greet another race. [/quote] Again, refer to this document (the GalCiv backstory): https://www.galciv3.com/databanks/timeline At the start of the game, BEFORE anyone constructs a hyperdrive capable ship (IE prior to the start o
[quote who="Phaedyme" reply="4" id="3511843"] Do starbases still have modules that provide bonuses for attack and defense? [/quote] Yes, they do, but those modules are not cost effective, and even if they were value effective, you can't add enough modules to allow a starbase to be anything more than a speed bump.
Options should be meaningful though. And as it stands, if you want to defend a starbase you are better off building N warships and stationing them at the base than N constructors to improve the base firepower/defense. And it's not like it's a close call or anything, it's that one option is so stunningly better than the other, that the second option is nothing more than a trap for the unwary.
I agree, it shouldn't be too hard (for a skilled AI writer), to develop an algorithm that focuses on exploring the most space, and takes into account other scout ships.
As the title states, the distribution of planets has a strong input on how fun a game is. One of several things will happen. 1) You will get screwed and not find a good quantity of colonizable worlds nearby, and your opponents will, then you get steamrolled. 2) You find a bunch of planets and they don't, you steamroll them. 3) Roughly equal numbers of planets will be found by all (or enough), and you have a good game. Without ch
Since everybody was yakking (and sometimes conquering) with each other via the stargates, before the start of the game, shouldn't you at least know who's out there?
Even after building them up with defensive improvements, they can't stand any attack from single ships, let alone fleets.
Can someone please program an option for scouts set on "Explore" to STAY THE HELL OUT OF DOOM LANDS. They see a great big chunk of map with dark green borders and make a beeline for it, attempting to release as many obscene level monsters as possible before getting obliterated, it's more than stupid, it's sadistic programming.
Finally got a good start going, when along about turn 100 a Guardian Statue backed up by a giant stack of scrap golems decides to go on a rampage through my lands obliterating all it sees. The stack has about 600 HP... Whiskey Tango Foxtrot
I just got busy getting my ass handed to me again, this is ridiculous. Sitting on top of the nearby colony spots for me is were a bunch of glass cannons (great wolf, and his stupid enrage, the wolves have 9HP but can move across the map and obliterate anything), and a group of 3 ice wargs wandering aimlessly. Meanwhile Verga has an army of midgame warriors with iron weapons (maces) and max defense coming to slaughter me by the time I get a second city going. This is retarded, the wandering mo
[quote who="AlLanMandragoran" reply="1" id="3280104"]Check out this thread that Tuidjy put together: https://forums.elementalgame.com/435680[/quote] There's nothing in there I don't already understand perfectly well. I can hammer the game on easy, but as soon as I jump to normal, the game just gets way too hard because I can't get off to a good start. You just can't beat down an elemental sitt
This game is brutally difficult for me on Normal difficulty. I can never get a good start, and the computer rapidly outpaces me. I've never really had this problem with any other game. One of my biggest problems is there is I have such a hard time expanding because there is a pile of BRUTAL monsters sitting right by every choice location to expand to. It takes me so long to get my heroes powerful enough to destroy them, it's silly. <p
Elemental 1.3 is most definitively NOT progress, but Stardock seems to have stopped giving a damn about the base Elemental game (not to mention stopped listening to us).
Units are way too fragile these days. If two comparable melee units touch each other, they simply both explode into a pile of gore. Armor is almost pointless, since the differential between attack power and defense power is usually way greater than hit points. It makes archery way too powerful, and war incredibly destructive.
Game still UNPLAYABLE. No point in continuing MY FIRST GAME in the new beta until a new one comes out. Cities can't have 1,3,6,10,15 workshops (studies, labs, etc...), as advertised, but 1,2,3,4,5. Way to make the game a marathon idiot grind. No human being will enjoy this drek. Every beta for 1.3 has been an EPIC FAIL. Have you laid off quality control? Having a really bad hair quarter?
Whatever build d/e is, it isn't what we were told (in fact, I can't find a difference between it and 1.2c). Some kind of mix up in getting it up on impulse, I suspect.