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Post by tenbsmith on Aug 25, 2015 14:48:21 GMT -5
KrissKamm37, one other piece of info is needed. What is the 'Repair' stat on your ships?
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Post by Kriskamm27 on Aug 25, 2015 17:14:22 GMT -5
LG L70 Android 4.4.2 ,game version 2.4.1 with a cadar/rychart trade alliance and. rychart/valdes trade route. I tested a bit and a New strike fighter is able to repair. looks like 5/turn and I see its repair score in ship stats is 5. While my custom ships have a repair score of zero. Is that the answer? I had assumed they had a base repair rate that was boosted by any additional points allocated to the repair stat. But it makes sense now, if the repair rate = the repair stat. it may just be that my previous custom ships had a repair value that i didn't turn into zero.
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Post by tenbsmith on Aug 25, 2015 17:42:47 GMT -5
Kriskamm27, that's it exactly. Setting the Repair stat to 0 in ship designer, leads to ships which cannot repair themselves.
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Post by Kriskamm27 on Aug 25, 2015 17:55:21 GMT -5
Obvious scam by the devs! So I cannot repair, uninstalling and filing a fraud complaint with my bank to get my $4.99 back!!! Seriously though, at least im not wasting the 3 hours I have invested. I can fire the shipyard foreman and scrap these out after holding off the assault with a few strike fighters assisting long enough for rank 4 to build.
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Post by tenbsmith on Aug 25, 2015 18:06:04 GMT -5
ha ha, yeah, the Trese Brothers are real scam artist, working many hours to make awesome games and charging a reasonable price--never saw that one coming.
I totally agree that the game in which you made the non-repairing ships is fully viable. Fire the shipyard foreman, scrap the non-repairing design, and build yourself some new, even awesomer ships.
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Post by kriskamm27 on Aug 26, 2015 1:00:04 GMT -5
I had one other observation. when my economy was broken. I was able to launch some expensive trade and political or espionage maneuvers for free because it doesn't charge you at $0 or below. without launching 5 at once for free i never would have gotten the minimal $100 to start building the needed hab units and recovering, I think that's an intentional safety net to help us stay alive? I also was really tempted to "fire" some of the bad colonies. The ones that i neglect while at housing capacity and suddenly over the course of 6 turns their population goes up by 3 while moral is at 1. I guess they have sex as a substitute for spice?
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Post by Officer Genious on Aug 26, 2015 1:15:31 GMT -5
I had one other observation. when my economy was broken. I was able to launch some expensive trade and political or espionage maneuvers for free because it doesn't charge you at $0 or below. without launching 5 at once for free i never would have gotten the minimal $100 to start building the needed hab units and recovering, I think that's an intentional safety net to help us stay alive? I also was really tempted to "fire" some of the bad colonies. The ones that i neglect while at housing capacity and suddenly over the course of 6 turns their population goes up by 3 while moral is at 1. I guess they have sex as a substitute for spice? The safety net is intentional-- A few others and I have argued for a way of coming out of the red since Alpha as going past $0 basically meant a slow, agonizing death as your politics tanked and you prayed for an incredibly unlikely miracle to happen. So the sompromise the Trese Brothers and the community worked out is this: you can still do treaties when bankrupt... but they cost TWICE as much Espionage Points. What previously took five turns to have a 60% chance at solving now cost ten turns for the same odds. It was a way of punishing unwise behavior without dooming players-- and trust be, when treaties can take ten turns on a nice cycle, it can feel like a slow but deserved trip to political hell. dayan, ntsheep and a few others (including myself) have been making fun of the extreme population growths of poor, crappy communities since launch... The Trese Brothers stubbornly swear that the growth is due to space refugees finally catching up to the rest of the settling group post-Exodus, but we're all pretty much convinced that all the settlers were extremely happy to get out of the Hive ships (and every ship since), throwing more than just caution to the wind while being three sheets to the wind thanks to a sudden influx of vudka and spice.
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Post by fallen on Aug 26, 2015 9:09:17 GMT -5
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Post by kriskamm27 on Aug 27, 2015 9:08:45 GMT -5
Am I the only one that renames all my planets as One, Two, Three etc etc so that i can keep track of them and know which are newer/lower infrastructure and will need more investments?
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Post by Cory Trese on Aug 27, 2015 9:43:29 GMT -5
Am I the only one that renames all my planets as One, Two, Three etc etc so that i can keep track of them and know which are newer/lower infrastructure and will need more investments? I suspect most people have their own naming convention. I know I just leave the names in place and use the sorting order to determine age.
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Post by Officer Genious on Aug 27, 2015 17:06:27 GMT -5
Am I the only one that renames all my planets as One, Two, Three etc etc so that i can keep track of them and know which are newer/lower infrastructure and will need more investments? I suspect most people have their own naming convention. I know I just leave the names in place and use the sorting order to determine age. I do this, and generally the planets closest to the Primes are the oldest. Infrastructure relies on who has the resources and gets the most benefits from the upgrade rather than age, for my games.
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Post by hissrad on Aug 27, 2015 17:12:34 GMT -5
I suspect most people have their own naming convention. I know I just leave the names in place and use the sorting order to determine age. I do this, and generally the planets closest to the Primes are the oldest. Infrastructure relies on who has the resources and gets the most benefits from the upgrade rather than age, for my games. For the most part I leave the names alone,though I do rename planets I intend to use as Fortress Worlds
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