Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
Yes I know and I wrote a long response to Brad's posts.
There is the world of difference between a limited and a finite resource (especially when you don't have a number that defines what the limit is nor how much you will require to achieve your objective with it.)
The latter causes all manner of problems including but by no means limited to the one you pointed out. I have no problem whatever with Brad's design objective here and it seems to me it could be achieved without these problems via a limited (but continuous) source of gigamass.
I got over 20 megastructors built and several hundred gigamass in reserve
I am sitting with over 45 K on my inventory bar, and just have my harvesters flying around for a time.
*Gigamass
Thanks for the mod. I will reduce it to 10 rather than 20 as I still want some level of constraint.
Illauna also just came out with a mod to remove the gigamass based ship templates from the game, so the AI and the player won't waste gigamass on ships.
I also tried to get the AI to not spend its gigamass on Terraforming as much. Your mileage may vary with that one though.
You guys may be interested in trying an improvement I made that gives you a small amount of gigamass per turn based of the mineral input of one of your core world. A well fed Core world can give you between 0.2 and 0.3 gigamass per turn.
Finally Sarellion came out with a mod to add energy generation on the power plants improvements. We've also rebalance the Solar plant a little and the base Dyson Sphere to give 15 power instead of 10.
These five mods can be found in UP Bundle of Mods V1.9.29 or later:
BugFix_Illauna-RmvGigaMassComponents
BugFix_UP_GigaMassTerraformingAIPreference
UP_GA_SpecialResourceExtractors
UP_MBC_GigaMass
SAR-Energy
Would be nice to have some diplomacy projects like "Link civilizations with hypergates" as this new setup of sectors makes you way too distant to everyone, everything becomes very time consuming in large galaxy if you cant make easy shortcuts like in galciv3. Please consider those to be more available and way sooner than they are now. And yes i agree there should be some gigamass generators if there are none havent seen any so far, you need to be able to harvest that for long term not just harvest planet and thats all, that resource runs out way too fast and its overrated in trade. Maybe simple solutions would be just make more yield on planets.
Largest map with 22 opponents I am slowly running out of space to harvest and have over 500 gigamass, that's while using it constantly for terraforming, ships and the planetary improvements. I haven't researched past dyson spheres yet, but I'll have enough for some nexuses and wormhole teleports no prob.
What I also found in another game, is once some of the slower developing NPC's get knocked out of the game, their sphere of influence was protecting tons of fresh dead planets and anyone able to exploit the opportunity will have a fresh goldrush.
1) Gas Giants typically contain much more mass than, let's say, a rocky Earth-size planet with no atmosphere. Yet Gas Giants only yield 2 Gigamass, vs. rocky Earth-sized planets, which yield 10 Gigamass. Am I missing something?
2) Wouldn't the destruction of planets for Gigamass potentially lead to, well, orbital changes for other planets in a star system due to potential gravitational equilibrium being disrupted, in turn potentially lead to, well habitability changes for a colony (or colonies) in that said star system?
I'm not an astronomer or physicist, but I was wondering...
Also, those potential habitability changes for colonies could be an opportunity for, well, in-game colony events?
You are understating this a great deal. Gigamas is to the level of "Wizard did it" hand waving.
I played on default map settings. And the universe seemed of course too small. Every dead planet was harvested. enemies had nothing to trade for after a while. I saw one had 200+ at one point and then later they had nothing left. cost of structures are too expensive at the end to build. made 1 Dyson sphere and then can't make thing after that. i made mistake of spending it on modules or ships. we don't even get the resources back on decommission.
overall the gigamass resource thing is a huge issue for an entire DLC that depends on it.
BugFix_Illauna-HarvesterArchitectHiddenAtStart
BugFix_Illauna-RmvGigaMassComponents (no more ship templates with gigamass)
BugFix_UP_GigaMassTerraformingAIPreference (try to help the AI not waste)
SAR-Energy (Ernegy from the generator wonders)
UP_GA_SpecialResourceExtractors (get a trickle of gigamass per turn in this one)
UP_MBC_GigaMass (you can play with the amount of mass found on planets)
UP_MBC_GigamassTerraformingTechLocked