Syrris

Syrris

Joined Member # 6161207
0 Posts 37 Replies 57 Reputation

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

18 Replies 32,931 Views

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.

7 Replies 3,578 Views

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.

14 Replies 40,351 Views

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

2 Replies 2,167 Views

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.

10 Replies 26,091 Views

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

10 Replies 9,523 Views

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

35 Replies 114,243 Views

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

58 Replies 216,391 Views

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

9 Replies 56,027 Views

[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

15 Replies 41,723 Views

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

15 Replies 41,723 Views

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.

3 Replies 33,750 Views

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

121 Replies 733,218 Views

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.)

4 Replies 14,068 Views

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.

6 Replies 5,574 Views

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.

14 Replies 15,887 Views

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.

22 Replies 26,181 Views

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.

4 Replies 6,309 Views

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.

2 Replies 7,924 Views