martinl

martinl

Joined Member # 413939
0 Posts 0 Replies 31 Reputation

1. Constructors should have a visible radius about them showing the area a starbase built in their current location would effect. (Mentioned above, good idea.) 2. Multiple scanners are too powerful. A transport hull loaded up with scanners (and a few engines and life support) is a disturbingly effective scout right off the bat, much better than the default scout, and not much more expensive. I suggest the following: Scanner Range = ShipSizeFactor * ( Longest range scan

894 Replies 392,127 Views

I can't seem to get the Metaverse to record it when I submit my score. I use my normal email address, I registered successfully on the metaverse page, but the score is just not coming up. :notsure:

684 Replies 28,709 Views

I recently got a late game event where the difference between good and evil was 40BC. My monthly income was around 1.6k, so good was not the painful choice it should have been. In general, it would be nice if events scaled with empire progress and galaxy size to always be at least marginally significant. martinl

9 Replies 209 Views

It seems that in normal and smaller games the military aspect of the game is always decided in the battle cruiser era. Before BCs defense is usually too strong to wage offensive war (barring lucky exploration ship upgrades). After BCs the war ends in victory or defeat before any other serious ship is developed. The BCs are too fast and potent. In other words, I can always conquer a normal sized or smaller galaxy with BCs if I choose to do so. (Or don't get creamed by someone else ge

16 Replies 408 Views

I really like trade goods as a concept, but there are a two small AI problems. 1. The AI seems to overvalue trade goods in diplomatic trades. (Also tech.) You can bankrupt an AI by selling it trade goods (or tech) that don't help it very much because it is bankrupt. 2. The AI seems to undervalue trade goods when it is choosing what to build itself. I have only ever seen an AI with trade goods of its own once. It should build them agressively and then try to sell or trade

0 Replies 113 Views

There is a large gap between the soil improvement/ habitat improvement era (early on) and the terraforming tech (very late) where there is no realistic way to improve your worlds. It would be nice for builders if there was a tech or two in between that allowed for improved planetary conditions. martinl

4 Replies 213 Views

Playing technologists, +100% research race, with two highly developed research resources (+90% each) + etc (total res bonus about 390%), my tech capital was producing around 4k research a turn. The box isn't designed to hold that many icons. ;/ Visual artifacts were scattered behind the production display. I also noticed that the research spending didn't match the total research from all my planets, and that the time estimates for completion of res were often very wrong. (Ne

0 Replies 59 Views

Micromanagement reduction and ease of information access are important issues with me. I spend too much time early on looking through explored space for stuff I can't find on the mini map. (Good planets, anomolies, and resources mainly.) Later on, moving ships about is a major pain. martinl

23 Replies 474 Views

I've been testing for about 2 weeks now, and have some easy to implement suggestions. Hopefully you haven't heard them all before. ;) Caveat - I'm going to download 3D after this post, so please ignore anything already implemented. I can't seem to get a good feel for a build before the next one is out, so I've decided to just jump in. :\ Planet Habitability: "Everywhere" should mean literally everywhere: every star system should have a class 15+ planet. Otherwise plea

0 Replies 95 Views