jvdouglass

jvdouglass

Joined Member # 3744169
0 Posts 0 Replies 168 Reputation

Financial Sector is an upgrade to the Colonial Bank (Bank -> Banking Sector->Financial Sector), so it shouldn't be placeable with one at all. A fix is needed, but it's not the one you want. The Banking Sector and Financial Sector are missing the preclusion blocks in the xml.

4 Replies 9,512 Views

Like the mod so far, just couple of things. Could you do something about the black on dark gray text for "# available" on the tabs in the ideology screen. It's hard to read. Would you consider nerfing Nobility II (+10 all construction, homeworld), it's probably to powerful for early game in crusade. With the upcoming population changes it may not be, but it's huge currently. Also the text for the building toolips is in C:\Program Files (x86)\Steam\Ste

113 Replies 137,245 Views

The surrender code really needs looking at. I've lost track of the number of times 2 empires have surrendered (A surrenders to X, then B surrenders to A), leaving one of them with a whole new empire. Also, if you can talk to surrendered empires they will give you an outstanding amount of stuff for peace since they are faction power 0, then they die at the end of turn mark. They really should die immediately or at least not be available for diplomacy. &

1 Replies 16,399 Views

Cherry picking capital world and maxing pop, yes you'll get a huge production base. But a Class 4 junk world still can have 48 population for the Yor, and your manufacturing plant can fill it in just a few turns. Where as you'll need ~250 turns to fill up that 198 pop home world (with a 'good' growth rate). Bios need to find a balance between population and manufacturing/research/econ buildings, synth just throw alot of 'people' at a planet and g

14 Replies 12,008 Views

The matrix improvements are +4/6/8/10 Techs: (cumulative on all planets without tiles, +23) Power Matrix +2 Reproduction Capacity +1 Fusion Matrix +2 Reproductive Augmentation +1 Antimatter Matrix +3 Reproductive Efficacy +2 Quantum Matrix +5 Quantum Miniaturization +6 Accelerated Reproduction +1 Base cap (15) + matrix improvement (10) + techs (23) = 48 population cap. It take

14 Replies 12,008 Views

I've been getting this fairly frequently recently. It only occurs in combats with fighters. The combat won't end, but you can hit enter to go on with the turn. Once you hit 'turn' at the end of your turn, the game will get stuck on wait. All menu options are available (unlike the partials available in turn processing). It's not a constant bug, reloading the autosave works most of the time. The more fighters involved, the higher the chance of the bug hitting. Hivebase One t

4 Replies 7,027 Views

The Power Matrix is a Population improvement ( Population ) therefore receives bonuses from pop tiles/adj. The main reason for the power matrix is the synth population bonus it provides making it logically a population improvement. It gives bonuses to Manufacturing/Research/Wealth (and pretty good ones with the upgraded versions). So working as intended. The Yor are already op in mid/late game so I don't p

11 Replies 1,423 Views

[quote who="pshaw" reply="7" id="3639008"] 1. Constructors: I'm not sure I understand what you are describing. Can you give some more details? [/quote] multipoint constructors. Previously the left over constructor would enter the base. Currently it just stacks with the base. [quote who="pshaw" reply="7" id="3639008"] 2. Flashing list: We'll look into that. Does it happen on the same turn you have colonized a world? &nb

34 Replies 194,111 Views

1st 1.8 game report. Lot's of welcome little ui bits. Asteroids working so far. wish list: planet class/distance sort for (un)colonized planets list would be nice. bugs/wierd: constructors are not entering bases after base creation (again) the planet list occasionally flashes (like it's updating/redrawing) every second. Not constant behavior loading a game after an auto-save crashes the client ofter, but not

34 Replies 194,111 Views