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New Cold War / Re: Cold War Comments Thread
« Last post by Kurt on Today at 06:08:25 PM »
>Some of the races are 'force-growing' their colonies to the 400 PU level by shipping additional colonists from their home planet.  I'm not convinced that this is a good economic idea, as every 5.2 PTU you ship turns into only 2 money producing population units, but I think most races will turn to this rather than ship colonies out to the 9-12 range band.

if youve got no use for a colonization hub  it's probably not worth it, no.  but tech levels are getting up there, and i feel like even with no other habs, being able to do in-system and adjacent-system colonization of airless rocks is going to become a meaningful perq sometime soon.  supposing your edition still has the 10% bonus to econ per TL, anyway.

also:  defending a system 12 away from home?  UGH.

With the slower population growth equaling less money, and reduced ship construction rates coupled with slightly slower research rates, all of this puts the various races in a difficult position.  Spread and expand is an imperative, but for some of the larger races they are getting pretty extended, but with less ships than a race would have in a normal game to defend all of that area. 

It's different. 
C# Suggestions / Re: C# Suggestions
« Last post by Droll on Today at 05:56:29 PM »
Right now when building ground formations you have to click once for each unit. Allow the option to have players input a number of formations to build exactly like the SM instant build. The game should also used the name typed on the dialog box.
C# Suggestions / Trade Update and the reasons why I need it
« Last post by froggiest1982 on Today at 05:35:15 PM »

I know it has probably highlighted and discussed other times but I am recollecting all in this thread.

I would like the opportunity to reintroduce the ability for Races to receive foreign aid. While in VB6 this was limited to wealth, would be great to extend it on the following:

maintenance supplies
components in the stockpile

The reason is that while it is great to have some games against the AI, I still find that the best time I have playing the game is when I decide to take control and RP the whole situation. For instance, in my latest game, I am controlling 4 races in the same system on different planets. RNG God gave a race an insane amount of Sorium and the only other important source would be from only 1 gas giant. Enough said that with all races starting conventional and 25% research speed, fuel is indeed a very important commodity as the prospective of jumping out of the system are far far away. There are obviously other small mechanics that I faced on other games and that could have increased the number of options and generally fun without necessarily tampering with the DB (which is always a gamble anyway).

In my mind, Player controlled races could be more "alive" if allowed to trade more important items rather than goods. With SM you can force the max relationship pretty much controlling the whole diplomacy, making possible trading embargos, small cold wars, etc. The same amount of freedom would be a huge tool. In this meaning, the possibility of trading ships again in 1.14 is extremely welcome.
That sounds... Like it could be interesting... Could use this idea in my aar, maybe more people will follow and will start spamming filling the boards with their creations... Anyways, good idea.
Stormtrooper's Fiction / Re: Time's End - Ode to Dark Forest
« Last post by Stormtrooper on Today at 05:22:17 PM »
In these harsh times, Groaxians observed the stars with mixed feelings. It was confirmed that majority of them in the entire galaxy has already formed black holes, entire "black constellations". Physicists wondered wheter soemthing else, something yet undiscovered, hidden before their understanding, could be responsible for this. The uncertanity and anxiety plaguing the entire Groaxian race through all these solar watches was best described by one particular soulseeker, who wrote:

Ode to Dark Forest

We are the Humanity,
Sleep tight little ones,
Until you join us among the stars,
We will keep you safe.

That's what these aliens once told us,
Long before our civilisation rose,
Their monolith among us made a fuss,
But now we fear eternal comatose.

In a Dark Forest now they are hiding,
Unwilling to reveal their coordinations,
Thanks to this eternal truth abiding,
No planets of theirs we know of, not even space stations.

We have reached the stars,
Floating around in the void,
Already suffered from battle scars,
Our society growing paranoid.

Despite what they promised,
Bound by lightspeed we stand,
Black Wall having our interstellar dreams dismissed,
Not even the best among us have solution at hand.

Black holes devour sun after sun,
Dark Forest strikes, Umbaras bark,
Fearing Qi might get overrun,
Towards new home we must embark.

Struggling to preserve our nature,
Wondering how much we can sacrifice,
Fearing we may awake as a horrible creature,
This being the ultimate survival price.

We are the Groaxians,
We cannot sleep, we must watch,
Having no one to join us among the stars,
Dark Forest will keep us endangered.
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Migi on Today at 04:38:09 PM »
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?

How well does it work and how easy is it then to 'unite' the world'?
Create multiple human factions with SM, each one can have a colony on the same body.
As to your second point, I don't know enough beyond "it depends" and if they are all controled by the player, "a lot of work".
Some of the AARs posted have multiple factions on Earth, but I don't recall any in which the planet gets united.
C# Suggestions / Re: C# Suggestions
« Last post by Remilian on Today at 04:29:18 PM »
I think it's quite simple, the spaceport is already quite a bit more expensive than its less generalized counterparts. Just make it so that the spaceport doesn't need 1m workers and I think it's in a decent place.
It is actually 17% cheaper than stations (3k vs 1.2k x3). But it is not enough to offset population used and 266% more cargo space required for transportation (2000kt vs 250kt x3).
The problem with just removing pop usage is that stations become kinda pointless. They were added in the first place to make specialized frontier bases possible on colonies without population. This could have been done in the past with the same pop+multiplier tweak to spaceports, but Steve decided to make stations instead. At the time it made sense, because stations were designed to not provide any bonuses while spaceports still stacked them. And now... it just adds to the unnecessary clutter.

Edit: New Idea: both ship's and spaceport's cargo handling modifiers can be set to sqrt(#). This would slightly decrease viability of Bay stacking, but it will bring back Spaceport stacking without taking away from station, technology, and commander importance. Players who just put 1 of each won't be affected at all, but it allows logistics-minded players to think about "investment vs speed gain" because of diminishing returns with large numbers.
FAQ / Re: Game Options
« Last post by skoormit on Today at 04:14:29 PM »
Brand new player.   I noticed that some of the game options (All Jump Points Stable & No Maintenance Required) do not remain checked if selected at the creation of a new game, or if selected during an ongoing game.   I hesitate to post as a bug because I am not 100% familiar with the game yet.   Any ideas? Thank you!

It's a quirk of how the game options window loads loads it from the database, rather than the current game session.
So, when you change options in that window (and click the Save Settings button), remember to then click the Save Current Game button on the main screen.
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by skoormit on Today at 04:07:05 PM »
I suspect that the problem

umm... did you forget something?

Of course I did. I forgot a final proofread.
I've deleted that was supplanted by the prior passage.

Thanks for the heads up.
C# Suggestions / Re: C# Suggestions
« Last post by Droll on Today at 04:01:58 PM »
As far as I understand the change has been done to increase the value of logistics technology tree, commander's logistics bonuses, and cargo handling bays (which is stackable but affects only individual ships), but that makes Spaceport inferior to triple station in almost every way.   I think Spaceport should still have some positive counterbalance to it's disadvantages.  Can't think of anything good for now, unfortunately.

I think it's quite simple, the spaceport is already quite a bit more expensive than its less generalized counterparts. Just make it so that the spaceport doesn't need 1m workers and I think it's in a decent place.
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