Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
could just designing the "rump"-base be do-able, like keeping the automatic addition for the new slots you add but making the slots that are always available designable?
That should work with a single design for each starbase-rank.
Another problem is that an empire will usually have multiple levels of starbases through their empire so how would they know which weapons and such to use? you'd either need a seperate design for each level(which is a lot of "unneccessary" clutter) or have a messy design (like you'd have 2 railguns then two lasers then two railguns..etc.) Another thing is that for most of the starbases where proper designs will be useful(bastions) then the central base and the "guaranteed" weapons will be the minority of the available weapons.
This may also lead to the problem of people demanding that the entire thing be made designable despite it being impossible to fit. It is sometimes better to deny people all of something then tease them with just a part of it.
The point is optimization! If I invest time and resources concentrating them on the engineering of kinetic cannons, increasing their rate of fire and damage, what do I need a stellar base that bases its defensive weapons on lasers? Or, what do I do with armored plasteel ships if I have already implemented dragon scale technology in the meantime? I hate waste!
But why settle for a compromise, when instead we could aim for the perfection of an hyper efficient design, supported by a careful research plan?
Because having a fully designable starbase is impossible with the current game's UI
The developers changed the user interface several times, so they could do it again. there is also more to consider possible alternative solutions. it does not seem to me to be a titanic effort, especially for the paradox team! In my opinion they are absolutely capable of it!
By limiting all those windows it's limiting their usefulness. True, some windows don't need to be full screen, like the research window (unless you have a lot of choices, then a grid would be great), but most of them could benefit from being fullscreeen and/or making use of the space they already have.
Let's be serious here. If it was impossible, they wouldn't have been able to design the bases in the first place. It's only because they want to limit themselves to a specific UI and do not want to spend effort on creating a proper UI that would allow us to design and refit bases/gifts proper.
I'm also still annoyed that repairing the automated dreadnaught is almost so much useless, simply because you can't install your own drives in it, but need to keep those slowpoke drives.
the playtrhough I got it in, it had biodrives. I never had something called that.