Agree with the poster above - as soon as i have the miniturazation to support it, i go with four engines - sacrificing weapons and defense to obtain the various movment plateau's. Remember, ships have finite HP, even late game AI ships will for the most part fall quickly enough vs say 45ish or above attack rating on your own ships, and moreso if you have chosen your weapon tech appropriately vs thier defense. The ability to get from point A to point B, or to attack and defeat multipl
Valakov
Second the motion for a new govener, Planet creating x type ship sends them to y type rally point. Especially on larger maps, you end up changing out what a planet is building (specifically population management when building transports) and as oft as not, you change the ship being built but not what rally it is going to. <br/
Give created ships a Carry Over tag - only those created hulls with this option checked will actually show up in the next game., the rest auto-delete. This way save games will use less memmory, load easier and you wont have a massive amount of xxxattack/defense/move ships of the same hull type appear that you probably wont use every time you upgrade a tech. Patch up the missing/bugged stuff, the galactic econ wonder, subspace ahnilalator, repair module (does repair really do much anyh
Value changes seem to do nothing, along with removing the root tech line.. unsure where else to go from there to be honest, although a dev hint would be nice!
there are quite a few threads (made one myself a few weeks ago) about this, but no mention of a future change, no, its not game breaking, but if you added up all that time re-aquiring the next ship you acctually wanted to move, instead of the next ship in the UI's list of ships to move, it would mean ALOT of time saved over the course of a game, especially on gigantic maps.
Hopefully, there will be more often and more robust UP issues with whatever expansion comes out, the O.P.'s original idea is decent, but to take it further id like to see at least better pricing for voting points, and mayhap a way to threaten/bribe other races for thier vote as well (given that when you are weak, they might do it to you as well) Add to that the ability to see what is being voted for a few weeks before the vote comes up and you have another layer to the game.
Tech line victory needs some form of control on it yes - probably once you start the deeper knowledge research, an immidiate call to arms from the other races would be in order, or at least from those races that share a boarder with you. Alliance victory is another ball of wax, at times it does seem to easy to pull off, however on other games ive found it nigh on impossible even when neutral aligned. as a side note, i also wonder why, at least in a good 90% of the games ive
When it comes to the soldiers, think of Robert Heinlein's (sp on his name mostlike) Starship Trooper - sure, you can reap the benifits of being a citezen of a higher form of government, as long as you serve your term in the military.
Much obliged for the reply Cari - going to load up a ship builder scenerio and delete some of the old ship config's just to see if it helps while watchin hockey! (boo@ redwings early exit)
boo, no other ideas on how to work this?
As an add on to the above - is there a way via code to signify custom ships as "base designs" - therefore only loading those designs that you created in the current game + those designs with the "base design" tag? Edit- also, does the number of hardpoints (that the right term? just woke up after watching too much hockey last night - attachment points) make a significant differance in memory usage? would there be a way to add to the ship designer a "turn off hardpoints" for
just out of idle curiosity, is part of the problem caused by the saved game trying to find ALL of the usable ships, old weapon/defense/speed configs that you have from previous games that could be built in the current game? - i "try" to delete old ships, but they have a tendancy after a few games to just spontaneously multiply.
bleh, just got the same error DEBUG ERROR: ***Unable to find required tech ImpossibleTech for PirateShip. *** Debug Message: Found existing ship type with class name: Ranger *DEBUG ERROR: ***Unable to find required tech ImpossibleTech for Starbase. *** and yet, there are no pirates in my game, or for that matter lucky rangers
Thanks much, didnt think to look there - holler if anything comes of it
dont suppose anyone has a saved beta copy of the game from when the minors did colonize?(seem to remember someone from Stardock mentioning they had to tone the minor's down at some point) if not, going to continue to blunder on - btw, where are these minorinvade/minor colonize tags at out of idle curiosity? looking and not finding.
cloaking for planets - no, would be just a bit too over powered. cloaking for ships? sure - but make the cloaks themselves take up a huge chunk of space, gives automatic first strike (even after they, if they, fix combat) and then a cool down of a few turns or a minimum innitial distance from enemy ships before they work again on the main map. the key being.. the space and cost the cloaking device takes up on a ship must be = or > a serious amount of weapons/engines/defense
Remove the "go to next ship" feature, or make it optional! Add and upgrade button to the ship information screen (so you can upgrade ships w/o breaking up a fleet) Fix combat by creating individual ship innitiatives that are modified by speed, size and a random factor.
more i play, the more i hate the go to next ship auto focus
its been said before, but just adding an "upgrade" button to the ship information screen would go a long way, click's would be manage fleet, information, upgrade, voila. if space is an issue.. well how many folks really use auto attack anyhow?
Find a planet with a decent population, or expendable one - build a colony ship and ferry over a bunch.. might kick start it
finally back from work, what i did see in the race.cfg files were a few lines that the major races do not have, but dont know what they do. .........political party 0 and the interesting one Tech Root Tech as for the comment about them being able to colonize = being major races, sure.. but think of it more like the United Nations.. there is the "security council" and everyone else... technically everyone else gets a vote but the major nations for the most part cre
old post that never saw the light of page one.
forums not posting - odd
there a way to allow the minor races the ability to colonize? dont really care about joining UP - just think it would add a bit of fllavor having a few renegades out there - even though some of them have pre-set ablilities that are rather painful (econ +100 etc)
first off, im by no means a modder - but an old idea from a game that was compared to Galciv os/2 when it came out had a very interesting option - being able to at the end of the terraforming tech tree to take those class 0 worlds and make them habitable - just looking around some of the files, this doesnt "look" possible.. but see the beginning sentance of my post. any thoughts? (obligitory si fi referance.. KHAAAAAAAAN!)