Zero Gravitas

Zero Gravitas

Joined Member # 882385
0 Posts 0 Replies 24 Reputation

[quote]I've also noticxed that te AI's are now building starbases in groups of 2.. ie: on one side of a sector then another right next to it in the nexzt sector.. shouldn't they be building up their starbases instead of simply building another one in the next sector.. ???[/quote] [quote]I agree they do seem to still have a lot of starbases. Specially the Arceans. I can still find some 5 to 10 of their starnases, with no modules installed, in one sector.[/quote] I think I have the an

64 Replies 2,629 Views

[quote]Bill Ko said: Why not make each module have an exponential effect on starbase maintenance (it takes twice as much expenses to maintain two modules as one, but four times as much to maintain 3 modules, etc.)?[/quote] That was frogboy's point, that the worst starbase abuse is lots of bases with one or two modules. The idea here is to have fewer starbases, with more development on each. I do like that this encourages us to be a little more concervative with our bases. I for

64 Replies 2,629 Views

Maybe one reason that many don't like the new system is that it isn't finished? My logistics ability always shows zero so far playing with 1.19. Will there be some techs or race picks in 1.20 to raise the logistics ability in order to reduce the cost? How about a +1 logistics on the info net social project -- it would make one of the most worthless social projects have an actual use, and it makes sense from the story side too. (edit) Frogboy - I do agree btw that _something

64 Replies 2,629 Views

One consequence that I think the devs may have missed is that this makes corner starts almost unplayable. If I am playing a less than crippling game then I don't mind a corner start. I find that it requires a new set of tactics, concentrating on trade, starbases , and poaching resources whenever possible. On the larger map sizes, you need to build at least 3 or 4 starbases just for range extenders, even with the range techs. Money for starbases isn't a bad idea, but it

64 Replies 2,629 Views

Very minor bugs: The popup desctiption for resources has two percent sings, ie "...recieve an additional 5%% to morale". On all resources. In the domestic screen the # of elected seats for my party is 100, when it showld be forty-something. This is from a loaded game, and I am pretty sure that it will be corrected at the next election. It might be more serious if this still happens when you have lost the senate.

97 Replies 3,423 Views

Here's something that I would really like: a list of what techs that a computer race has researched. This could be part of the espionage package, possibly. Note that a player actually already has this knowledge. You could sit down at the trade screen and make a list of what tech that is available for trade. Then by looking at the combination of what you have but can't trade and what the other race can give you, you have a complete list of that race's tech. However, it isn't practical be

5 Replies 225 Views

Collapsible branches for the ship list would be awesome. Actually, any metord of filtering what ships are on the list would do. I hardly use it after the first 2-3 years because it is too long. (That's partially my fault - I like lots of sensor drones.) Zoom: I have a feeling that the graphics engine totally lacks this ability and that it would require a major rework to make it possible. You do know about the tactical view, don't you (key F9). That's about as good as we get for the larg

22 Replies 350 Views