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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Yesterday at 05:21:18 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Yesterday at 04:59:21 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on May 15, 2024, 07:29:37 PM »
Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Garfunkel on May 15, 2024, 07:27:01 PM »
Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on May 15, 2024, 01:05:42 PM »
Exactly like that!  ;D

Although (IMO) it'd be better if Steve integrated that functionality into the game itself, so we don't have to use a 3rd-party solution.

Maybe build it into the events tab - clicking on an event will let you change the text/background color (as now), and if it does/doesn't cause interrupts.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on May 15, 2024, 12:37:49 PM »
...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.

Like this?
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Kiero on May 15, 2024, 09:35:21 AM »

Also I will be explaining soon the distinction between private ownership and control over organisation's assets which explain even more how these two scope connect.

Space for corruption cooperation I mean.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on May 15, 2024, 08:49:35 AM »
It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on May 15, 2024, 08:02:40 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by vorpal+5 on May 15, 2024, 08:00:50 AM »
And on the contrary (sorta...) entering overhaul will halt the time interval. Is it that important?
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