GASherbert

GASherbert

Joined Member # 682940
2 Posts 18 Replies 373 Reputation

I've noticed that hitting 'esc' on the press any key screen seems to bypass the welcome message. You could also try changing "show_welcome_message": true to false in the settings file (accessible by clicking settings in the launcher). I don't know if that will kill an erroneous message, but it does suppress the regular welcome message.

4 Replies 2,546 Views

I thought it worked like temporary culture generation at the target gravity well. When I used it last night, I believed it made my culture push on the adjacent planet faster. EDIT: I just loaded an autosave to test: it definitely made the culture push faster.

6 Replies 21,725 Views

[quote quoting="post"] Not sure what this would look like, but it'd be useful if there was some way to turn off auto-scout by default on scouts. If there's a way to do this already someone help me out please, but at some point in the game I want a couple scouts to manually park where I want them for selective recon, and it was annoying to always have to manually snatch them out of their auto-explore. [/quote] When you ha

7 Replies 8,626 Views

Yes, I do consider it broken when I can accidently press a single key and blow up any of my ships and planets, or in other contexts end my turn. Making it require multiple keys fixes that problem for me. I can also think of a few contexts where the existence of an auto-save function is not a sufficient solution, so coming up with other ideas feels appropriate. Ships under attack (and valuable ships like capitals and titans) already have good, attention grabbing, alerts in plac

6 Replies 6,876 Views

I started up a game, excited to check out how things have progressed, only to lose the game after 45 seconds. I was very confused as to how that was possible, wondering if had found a weird bug. I started a new game with the same settings and tried to run through my same moves as the first game and pay attention to what may have broken. Then I noticed my planet was in the process of being abandoned! Turns out I accidently hit the 'delete' key when trying to hit 'pause' to examine thin

6 Replies 6,876 Views

I've probably spent more than I should on Stardock games over the years, but I don't regret any of it. I've also gotten more freebees from the company than anyone has a right to expect. So to me, accusing them of greed seems a bit odd. The fact that I got offered a completely unexpected discount on the expansion felt pretty awesome. That more people will be able to buy the game as a bundle on Steam is also pretty cool. The fact that, as an early supporter, I paid more than those new p

23 Replies 22,233 Views

The defensive upgrades for military bases are in the weapon/defense techs. Seems a little strange they cannot also use the same defense system as every other starbase, but they can eventually get stronger. Note to devs: nothing ingame explains this: I was confused the first time I wanted to fortify a military base, too.

22 Replies 76,882 Views

[quote who="Arcean_Endgame" reply="3" id="3848067"] I don't remember what the turn limit is, but let's say it is 50. (If this system were adopted, the turn limit would probably have to be changed anyway.) Let's say you have a fleet of tiny hulls versus a fleet of massive hulls. Let's say the massive hull fleet can only fit in 2 ships within the logistical limit. And let's say with the drastic difference in maneuverability, the massive hull ships miss 99% of their shots. With 50 shots

6 Replies 14,454 Views

I'm not convinced grabbing the correct stat to provide a bonus for the particular starbase is good gameplay (and good luck keeping track of all that in a bigger game). If it does become a thing, at the very least keep it so the citizen auto-selects the job on assignment, because adding another layer of micro to get the benefit would be absolutely terrible.

5 Replies 9,983 Views

To help with understanding and planning planetary improvements, I have some requests: 1. Show us the per-level bonus an improvement can get on the tooltip (or as a sub-tooltip). Some have strong bonuses, some have weak, and some have non-existent; but the only way to find out is to build it (or hover it over a valid build spot). 2. Let us get a breakdown somewhere of what is improving the level of an improvement. This isn't as big a concern, but I think it would still be helpf

1 Replies 11,165 Views

[quote who="DerekPaxton" reply="8" id="3842126"] I checked these to verify and they are currently bundled in the "Your skill in diplomacy" tag in the the diplomacy modifiers. There are a few reasons why this is confusing: 1. "Your skill in diplomacy" can be modified by several things. Including how late in the game you are. In the early game these modifiers are reduced. 2. It can also be modified by the personality of the different AI players. Some AI's give additio

18 Replies 69,420 Views

To be fair, a successful invasion requires a lot more than just dropping an army on someone. There is a great deal of logistics involved to support an invasion after it's started. There is a reason that naval invasions have been so difficult to successfully execute throughout history. Now imagine that instead of a going across a relatively small sea to attack a relatively small nation, you have to project power across entire systems to secure an entire planet. I don't have much difficulty thi

7 Replies 21,862 Views

My first reaction when I read this: I seem to remember a certain mod in another game with a 'flexible difficulty' challenge option once. I wonder if we might see something similar here? [e digicons]:grin:[/e]

16 Replies 39,805 Views

[quote who="peteincary2" reply="6" id="3562296"] There is no indefinite trade. You can see active treaty agreements from the diplomacy screens, including how many turns left on an existing treaty. 50 turns is the usual amount for any trade agreement. Credits per turn helps guarantee cooperation from the civ getting the benefit of the treaty. It is an incentive to keep peace. It is part of the game to be able to make and break such treaties. What I would find helpful

29 Replies 136,097 Views

At the very least you should not be able to offer a trade that you aren't even capable of honoring. I see no problem with trades exceeding income if you have enough credits to support the deficit, but if you can't meet the terms of the trade when you make it, it should not be allowed. Indefinite trades are problematic, especially when combined with discrete items. Perhaps they should all be given a set term. And maybe cancelling a credit per turn treaty could pay out the outst

29 Replies 136,097 Views

I think any percentage reduction should be made to combine multiplicatively. That would have the benefit of diminishing returns on stacked bonuses and avoid the possibility of hitting 100% reduction (which has a tendency to break gameplay).

4 Replies 9,292 Views

I created a support ticket; I'm copying here in case anyone else has experienced this and maybe has better info. Does the Quickfire ability nerf damage? The next battle after I selected the Quickfire ability (and every battle I've fought since), my hero has been doing very little damage. Before, he was doing 14-16 damage, and could wipe out weak groups of enemies. Now he does 1-2 damage and is basically useless.

8 Replies 49,313 Views

I've seen the same behavior with tremor. Mouseover says "3 turns" after the spell is cast, but on the next turn says "0 turns", and the army is free to move at the end of the turn. They're supposed to stay immobile for at least one more turn.

3 Replies 4,627 Views

I'm not certain if this is intentional or not, but you've got Path of the Conjurer set to only add 1 level to summons now. If it is intentional, you need to update the description, since it still says +3. Otherwise... [e digicons];P[/e]

856 Replies 2,039,477 Views