Luhh

Luhh

Joined Member # 2408855
0 Posts 11 Replies 87 Reputation

BTW I think I should post some other suggestions I've made in other threads regarding features in ship design I'd like to see: - Make all hulls available for cosmetic design from the game menu. That way you wouldn't have to load a saved game to make new designs and could make a base set whenever you felt like it. - Allow base name for nomenclature purpose, like Freighter, Scout etc. Then generic nomenclature would be added to this when design is completed in game. <br/

1 Replies 4,379 Views

#12 Zartax. Yeah, I rather like that solution. It doesn't change much about the game so no major AI or interface and game balance overhauls would be needed, and it would address most of the oddity issues in the economy system right now. Well, I'm not gonna post anymore in this thread, gonna let all the other players share their thoughts on this. Back to owning Dread Lords.

130 Replies 140,243 Views

If you want to increase production to your military, use the "concentrate production" icon in the production windows in your colony management screen. As for Total Spending VS Sector spending: It's not so much that you turn factory workers into scientists (by the way, that's how Civilization works) but rather that you increase the scientist's funding.

130 Replies 140,243 Views

"For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only requ

130 Replies 140,243 Views

I completely understand that you guys don't want to make a carboncopy of any other game out there, and try a different approach that feels more natural to you, and at the same time keep complexity reasonable within the scope and focus of the game. For example, rather than having a spending slider, you would simply have an industrial slider and a research slider

130 Replies 140,243 Views

The topic starter is entirely correct! I have exactly the same view as him on the game right now. If you discard his reasoning, then you don't know much about the game yet. While people can still enjoy it and have fun with it, the fact remains that the basic design have major flaws apart from annoying bugs.

121 Replies 86,587 Views

Yeah, the food rate / morale rate seems a bit odd. But that is probably a product from morale as a mining resource. If the had made morale production on a planet just like other categories, and separated it from global bonuses they wouldn't have to take this into account, and be able to create a better balance between number of buildings needed. Gah, I get annoyed just thinking about some of the "wrong" choices they made in basic design like this. Oh well.

24 Replies 13,654 Views

I agree with this. There should be an easy way for you to create and load the cosmetic design (no component addons), and you wouldn't have to do it ingame, but could do it for all races right from the meny. You'd then give it a short basic name. Scout, freighter (FR), or whatever nomenclature you prefer. Then in the game, these designs will become available when you get the new basic hulls, and you could then easily addon the components, and add to the basename the new ship design nam

13 Replies 9,773 Views

Very good suggestion! Check an option at start, or in the game to autoremove all your custom designs, so that they won't be available for that game. If you want a single design from it, you can instead open the library and load it in.

3 Replies 5,320 Views

I would like to see an option to lock and export ship designs, so that the creative and talented people more easily can share their builds with other players, without having them "stolen" and rights and design notes intact. This could go for hull and extra modifications, and whatever flavor text you'd like to type in a description. Then you could export it and the design would be locked in terms of extras. Another thing. I'd like to keep extras separated from component addo

1 Replies 4,379 Views

Wow. And I thought I was a micromanager! You people are insane with this stuff. Myself, I prefer to be immersed in a universe in which my empire's every teeny tiny little function isn't at my control and I can't optimize because of it. But it seems I'm one of the few. Or the only, maybe. Though I suppose this is why I can't be competitive: I actually want to have some fun

120 Replies 133,899 Views

How about just adding a "Summetry" checkbox when adding things to the ships. If you add one thing on a hardpoint, you'll get the the same thing mirrored on the reverse hardpoint. This would be easier than having to manually select and rotate and place a differently aligned object. Also, I haven't even used this feature yet, I would like to, but there are just way too many upgrades in the techtree for it to be practical in the game. I would have preferred it if they'd kept it to design

5 Replies 3,457 Views

I have a suggestion regarding this: Instead of having a different type of sensor, just make it so it reduces the effectiveness of normal sensors quite a bit, and survey vessels less than normal as well. If there is a perfect counter, their use would be kind of marginal, since their timewindow for usage wouldn't be large. I agree about either limiting size or make the cloaking device take up a big percentage of the capacity of the ship, or you'd need extra devices the larger the hull

14 Replies 12,569 Views

#110, #103 We all agree about more documentation and feedback. But giving each planet a local slider would require a GREAT deal more micromanagement and that is why something like my #108 is more preferable. In #103s model there's a flaw. Let me explain: ex) Your economy is running low, but you are unable to increase taxes more, so you need to decrease spending. Hence you reduce the spending slider - BUT - here's the thing - BUT - it's a much better choice to enter and chan

120 Replies 133,899 Views

Why oh why didn't they separate production from spending: - taxes (global) - spending rate (2 individual sliders. 1 for military and 1 for research. The higher rate on spending, the less gain per cost when running at maximum usage, or perhaps you could go beyond 100% to overwork in crises or when the situation demans it, but again at less gain per cost compared to base values.) - Social slider removed, it is free and cannot be affected, OR if it can be affected,

120 Replies 133,899 Views

Okay, I can present a simple solution which eliminates the entire problem, and can be summed up in one sentence. MAKE SOCIAL PRODUCTION FREE. Right now it costs 1 bc to convert to an industry point into social/military/research. I'm suggesting that you make it only cost money to convert into military or research. Pros: 1) If soc

120 Replies 133,899 Views

Okay, I'm gonna take a shot at suggesting a simple economic model that both can work globally and locally. Global control is more of a crise management, and make sure people are happy and you get enough money to keep up production, while local economy lets you continue to build new worlds without waste. Here it goes: 1) Factories are for starports and spaceship production, not social production. See 2. 2) Population is what builds the buildings on the planet, an

120 Replies 133,899 Views

The problem started when you decided to mix different economic areas into one. Everything is being managed by and paid by the state right now, and there aren't any other things to spend the money on other than 3 things. However one of these things are quite different from the other 2, and that is social production. The fleet and perhaps most of the research can be considered the interest of the state, but there are no local contractors in this game. You get money from the people to build things

120 Replies 133,899 Views

Nope, I won easily. Heh, seems I worded quite a few things wrong. English is not my first language so to clarify Brillig: 1) You can't compare it to civ 4 since they actually do not use this system. The slider from civ 4 is different and only affects income, and not production. Big difference. If you have this slider, it means that you just let a lot of things lie idle. Why would you ever want things to lie idle? 3) It was thinking and typing at the same time so

5 Replies 25,521 Views

I forgot: - Either separate social production factories from military production factories / starports, or you might actually want a slider for this. Like Wartime / peacetime - slider. Since I don't like this slider, and it doesn't work at all if research is on the same one, I'd prefer it if starports and factories were separate buildings, or social production based on pupulation. In the end it doesn't work as well with a wartime / peacetime slider as just separating the tw

5 Replies 25,521 Views

Overall I like the game concept. It's just too bad that the economic and insdustry / research model is so very awful. What can be done? 1) Remove Military / social / research slider completely. Why? It doesn't make sense, it does not add any good strategical element and is downright absurd and faulty. example) Social production gets wasted, you have to monitor and micromanage all your bases a lot more often to make sure resources aren't wasted.

5 Replies 25,521 Views

Yep. I wonder where the developers left their brains when they came up with this economic model. It's just about as tupid as it gets. - Social gets downright wasted, if no project is being done. CLEVER - not. - This mean you will be penalized unless you perfectly even out your projects on ALL planets so that they will be working simultaneously. The absolute worst thing you can do is to make specialize a planet into manufacturing, since the waste will only increase. The

115 Replies 60,175 Views