[quote]You can't vary the prices in the middle of a game.[/quote] I don't see why that would not be possible. After you select a tech for research the remaining techs would be recalculated. Is't there some research item (advent I think) that lowers the cost of remaining research now?
Twilight-zone
How about after you choose a tech at a particular level the cost of the remaining techs at that level all double (after you have choosen 2 techs at a level the remaining techs cost 4x, etc.) That would create sort of a tech development channel without completely locking out the other techs.
First let me say I have been enjoying this game quite a bit and appreciate the devs quickly releasing updates. Here is an idea to allow for MP balancing whether it is due to race inbalances or player abilities. Simply allow for the selection of a resource multipler individually for each player/race to be set at the game start. That way if everyone agrees that a particular race is stronger/weaker they can adjust the multiplier in the MP game
Looking forward to 1.03. I know the list is only partial - but I hope that there will be adjustable cost settings as well as just speed. I would love to see a way to increase the initial cost of getting a new colony going that way there would be more of a strategy decision required about what planets to colonize and when.
I am very glad to here about several of the new option settings being planned for 1.03. Here is an idea for a possible large game research option. Increase the number of new research facilities required for each subsequent level: Level total level 1 +1 1 level 2 +2 3 le
I would like the ability to adjust research costs - specifically to increase the credit cost significantly. I am playing everything on the slowest setting and would still like to be able to slow things down a bit more. I would like a tech breakthrough to be a big deal. It seems like I just fly through the levels to quickly to enjoy them and I am not really forced to make a hard choice between them. Can you turn down the intensity on the cloud the guardian makes. I can't see what
What is the best way to sort out your ships into the fleets that you want. I can't see an easy way to do this. For example after a big battle I have 50-100 ships floating in every direction. I want to quickly sort them into two-three fleets. Is there any better way than just shift clicking? Thanks
how about giving all FFs an auto explore option. Also I would like to ability to set set a ship/fleet on recon (continually jumping between a selected group of planets.
Use the colony FF the same way you would colonize an unoccupied planet.
Is there any explaination as to why anti-med wpns are more effective against very hvy and cap armor (both 75%) compared to anti-hvy wpns against very hvy and cap armor (both 50%)? I would have thought that anti-hvys (being closer to the target types) should be better.
Thanks for the chart it is very helpful. However, there are a couple of combinations that I can't understand: Why should anti-med wpns be more effective against very hvy armor (75%) than anti-hvy wpns vs very hvy armor (50%). It would make a lot more sense to me if those two were reversed. The same holds true for anti-med wpns vs capital armor (75%) compared to anti-hvy wpns vs capital armor (50%). Any explaination regarding this would be very helpful. Apart from th
Thanks for making a great game, I have been enjoying it very much. I agree that ability to quickly phase jump out of a system should be adjusted. Here are a few ideas that may add to the game balance. I think that the heavier a ship is the longer the phase jump recharge time should be. That would cause me to think twice before I risk my main fleet / cap ships in an attack. In any turn based game I would expect to lose some / all of my forces if I blindly launched an attack on a lar