In the June 5th dev stream, Paul said we might eventually be able to culture flip starbases.
Terran_Crusader
I love starbases, but hate upgrading starbases. Manually directing constructors to various starbases as they come out of the shipyard is extremely inefficient. Using the govern tab to set rally points for constructor-producing shipyards is marginally better, but still requires players to shift the rally points around whenever they want to upgrade a different starbase. This means it is the same problem, just wi
This is an awesome idea. Managing a huge empire can become extremely inefficient and annoying in the late game, and these "states" seem like a great way to streamline and organize the process.
1. I like diplomacy when it allows for effective short term negotiations, such as tech trading, as well as enduring and mutually beneficial relationships with other factions. However, this requires that there be more options for long term alliances than just a mutual defense pact and open borders: trade and research agreements, for example. It also requires that your allies not break any agreement within a few turns of making it, despite nothing being done to antagonize th
After I built my 4th starport, I tried to add an additional sponsor. This caused the game to crash, kicking me directly back to windows. From then on, it crashed whenever I tried to add a sponsor to any other starport as well, even those I'd previously added sponsors to without issue. An error message popped up every time the game crashed as a result of this, but disappeared almost instantly, before I could actually read what it said.
It's always nice to have more concrete information on what is shaping up to be an amazing game. I'm particularly looking forward to the new combat elements.
What is the highest level sovereigns, champions, and trained units can reach?
In every game of Fallen Enchantress I've played, one AI faction has rapidly grown to be at least twice as powerful as any other computer controlled nation. Is this just me, or has anyone else noticed it?
I'd like to be able to see the exact area of effect for the bonuses outposts confer. Having to estimate the precise range is inconvenient when trying to set up overlapping areas of effect.
I just finished my first multiplayer game in the Rebellion beta. When my opponent completed a successful Rebel colony spam and landed a Titan on my doorstep, I gg'd and quit. Now, though, my history lists me as having played one game, but with no losses. Why?
How is it a problem?
High fleet upkeep doesn't change the fact that the current rate of credits to metal and crystal is skewed. Also, I had enough credits and factories that I could easily rebuild my entire fleet if lost. The unbalanced ratio is a problem in the early game because the net loss incurred when buying off the black market is unaffordable. It's a problem in the late game because even if you do have enough credits to buy huge quantities of resources off the Black Market, you shouldn'
10/1/1 was the approximate ratio of income. My actual income was somewhere around 76/11/7 after the 75% spent on fleet supply.
This collection rate was with those techs researched. Additionally, the Black Market is there for when you need a quick boost to resources, not as the main source of those resources.
Metal and Crystal Accumulation: While you naturally need more credits than metal or crystal for purchases, the current ratio is extremely imbalanced. For example, in my latest game I was collecting about 10.3 credits for every 1.4 metal and 1 crystal. This was despite having all possible harvesters and refineries. How to Fix: Increase the rate at which metal and crystal are harvested. Reducing credit income would slow the game down too much.