The thing that I really don't like about it, and which is made worse by the "high crime produces more criminals" snowball effect, is that it forces - or at least pushes you very heavily - to have to micro your citizens and check every new one for whether they're a criminal and then deal with them (in whatever fashion). No other trait does that. Between the management hassle it adds and the fact that it's kind of redundant with the new crime rate per citizen mechanic, I'd really like t
Syrris
My thought would be "metal-eating bacteria" - essentially a Plague of Rust. Depending on what it produces as a byproduct it could still be nasty to biologicals, too.
Wolf people. At least a few variants, not just crazy-kill types. It has irked me since this began that every time I write "wolf" in the description I get (among irrelevant stuff like human senior citizens, chocolate blobs, and bears) a flood of domestic dog images. Dog != wolf, no matter how much the current AI picker seems to think so.
Frigates are meant to be anti-fighter vessels, and I don't think that it's a coincidence that they get +50% accuracy while fighters get +50% evasion. In GC3, at least, accuracy adds to hit chance while evasion subtracts from it, so they would equal out when a frigate attacks a fighter, and yes, a frigate would effectively have a 100% hit chance against other vessels unless those ships have their own source of evasion. (Higher than 100% wouldn't do anything except help to cancel out further ev
Edit: posted to the wrong thread.
Yes on both. It appears to just be using the image file name as the leader name.
I'd prefer that the panel expand to the right so that you can easily see all of them at once. I say 'easily' because if they get smaller to fit then their icons will become minuscule on a high-population planet, and that will make reading and clicking on them awkward at best.
I've spent a few minutes playing around with the civilization generator, and in addition to the [ failed to generate ], I've also seen it generate names as: How about "______ "? (with whatever name it had generated where the ______ is). I guess the AI is being indecisive sometimes. Two other issues: Choosing an icon picture and choosing a foreground picture (not generating them) seems to result in both being set to use whichever image you chose last, which res
Yeah, that strikes me as less a case of the message being wrong as one of "they would have been even more expensive without this". Still, maybe "Lowered Recruit cost" would be better?
Re FRPGs: the enemies and gear go up in numbers along with those of your players, yes, but it amounts to phony progress. It doesn't really matter what level you are; enemies will always be about the same challenge, so in a sense you may as well not bother trying to improve. (Not every FRPG subscribes to the numbers-inflation theory, either; it's just an easy one to fall back on.) I'd pin the problem on the fact that the things that you're doing as the "leader" d
I... don't really care for the "fighters are a superweapon against capital ships". Star Wars gets away with it because no one can hit the broad side of a barn at point-blank range, but the idea that fighters are way more nimble runs up against it being about how quickly the ship's weapons can track and target them - which is independent of the size of the ship that they're mounted on. Which leads me to think that maybe a better option - and a softer version of the idea
It's more likely to be an issue of memory management than memory leakage - with low system ram, Windows will be paging more and more things out to make room for the game's demands (which increase over time due to more things being present/getting calculated). Eventually it will get to the point that, even once the game has fully unloaded, the OS will stutter/stall for a long time afterward due to needing to effectively reload and reorganize everything. A hard reset isn't a great idea
Ships gained by way of ideology traits don't cost administrators in Crusade, AFAIK. I'm not sure whether they get special handling in the base game since the mechanic works a bit differently there.
[quote who="Slide47" reply="7" id="3690444"] For further understanding are the calculations done per launcher hard point/defense hardpoint or (total offence)/(total defense). I would assume totals. 6 point beam v 24 point shields (4 generators) would take between 6 and 24 (max at 1 dmg per shot) shots to knock down. (using the supplied example of 3-n randomness) [/quote] AFAIK, this is how it works, although it would take a minimum of 8 s
Unless this was reverted in 2.6, you don't need to build the farms on the same planet. Find a world with a bonus to food production and build them all there.
Unless this has been changed (I admit that I haven't checked in a while), there's a two-step process with defense: The damage of the attack is immediately cut in half (rounding up). Your 6-point beam attack would become a 3-point hit against a shield. The game then does a 1-N die roll, with the halved damage value as N. In this case, it would be a random 1-3 result. That amount of damage is applied to the defense. If this reduces it to 0 (or lower), then
Not so sure about that. Civilian interaction is a thing - influence wouldn't be possible otherwise, everyone but the Drengin (who habitually eat other species) has tourism going, trade occurs, etc - and a lot of that information could be gauged by or learned through those interactions. It's high-level details like the exact configuration of ships and such would take more deliberate work.
IIRC the main distinction with the Terran tree is that prerequisites are structured differently, allowing them earlier access to some branches.
3. Political parties + Domestic politics (dealing with the senate, building a cabinet, etc.). I hope the parties/elections take on a different form from the first two, if only because it amounted to 'keep morale above X% or take a production penalty', which wasn't particularly interesting. I'd rather see it arranged that instead of having a party which is 'yours' and only getting the benefit if it gets elected, non
Tactical Repair is available as ship modules. The exact placement varies from tech tree to tech tree but they're generally found on a branch from the hull construction line around the late Warfare/early Ascension era. (Engineering tree.)
The effect of a newly built starbase module only takes place during end-of-turn processing. In most cases this doesn't make a difference to the starbase (although with something like a mining starbase, it means that you can't use the resources during the same turn), but when it comes to the range extension, the effect won't be active until your next turn, and until it's active, those other things aren't actually in range.
Being able to move it via a construction project would be a reasonable compromise since it wouldn't require any new colonization handling and the cost of doing so could be set high enough that a player wouldn't want to do it trivially. From a thematic standpoint there are plenty of historical precedents of capitals being moved around for various reasons.
Diplomacy skill does seem to act as a general relations booster, but the diplomacy skill (+es from tech/buildings/etc) doesn't convert to +es on the relationship screen at a 1:1 ratio, so it's probably a proportional effect.
Unlike Open Borders, Nonaggression Pact, and Exploration Treaty, the Culture/Economic/etc treaties are not mutual; when you offer it, you're giving them a benefit but you don't receive anything in return. Why would you do this? Because the AI starts drooling at the thought of receiving a boost like that and will trade a LOT of stuff in return for the treaty benefit.
AFAIK they're resolutions that were always part of the game, but at one point the availability of most of them was made dependent on having those techs. Some of them can be useful, but having to drill that deep into the tech tree to get to them seriously limits their utility, and you still have to be UP chair to propose them at all.