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91
General Discussions / Re: joining the pirates
« Last post by EsKa on February 25, 2016, 01:48:58 AM »
you can join the guild by 'talking' to a pirate base and choosing  "join guild". Normally you're already a member in this scenario.

Doing missions for the pirates will give you points you can trade for a variety of services (cheaper repairs, escorts, bounty removal ...). That's pretty much the gist of it. Being a member also makes most pirates friendlier when you comm with them

It will likely get refined and improved in future versions.
92
General Discussions / Re: Bunch of questions
« Last post by EsKa on February 25, 2016, 01:44:49 AM »
Hi

How do I claim a sector and start gaining from the planet/colony there?  Military base only?  Trading Station?  Military base or Shipyard?  Any Station?

You can claim an empty sector with any station. Sector ownership changes according to who owns the most factories. Putting a shipyard or a military base will lock the sector in your favor no matter how many foreign factories are there.

Quote
How do I complete a mission asking for a certain number of resources?  Can I do parts at a time with a ship with a small cargo hold?

Simply fly over the dock, you need all the resources you've been asked to provide.
Cargo ships are very cheap, so it shouldn't really be a problem.

Quote
Which station should I build first?  Start with a production chain or start with a military base?  Or trading station, or Shipyard if it does the same as military base but better?

Build a shipyard and then a production chain to build ship parts should probably be the most efficient path. Of course, it costs a lot, so you may need to setup other sources of income first (miners, system traders, basic resources factories like energy and ores)

Shipyards allow you to produce ships but can only be build on a system's capital planet.
Military bases can be build anywhere and provide free police ships and basic defenses for the location.

Cheers,
EsKa.
93
General Discussions / Re: Unending Galaxy is on Steam
« Last post by EsKa on February 25, 2016, 01:36:07 AM »
Thanks :)

Yes, gate restrictions + setting pirate as hostile should fix the problem (takes a little time to apply, ships won't recalculate road on the fly)
94
Troubleshooting / Re: Patch 1.2.0.1 - Multiple Shipyards in One System/Sector
« Last post by EsKa on February 25, 2016, 01:27:34 AM »
Interesting one.

I thought i took care of all edge cases when fixing an old "infinite shipyard" bug, apparently not  :)
The savegame would have been nice but i will likely figure out why all by myself.

In any case, thanks for the report.

Cheers,
EsKa.
95
Troubleshooting / Re: 1.2 - Empire Menu stops displaying updated information.
« Last post by EsKa on February 25, 2016, 01:12:40 AM »
Fixed, I will push a patch tomorrow.
96
Modding / Re: Faction mod - Starborn Dominion - (released v0.2 for UG 1.2)
« Last post by Paul on February 24, 2016, 10:46:00 PM »
Updated for Steam release (version 1.2).
97
Troubleshooting / Patch 1.2.0.1 - Multiple Shipyards in One System/Sector
« Last post by Squidcod on February 24, 2016, 08:15:44 PM »
Hi,

While playing as the merchant in a humongous generated map,

The Setup:
The AI was taking over a sector controlled by another AI

What happened:
I entered the sector and started building my own stations
The AI started building a Shipyard while I was still building stations
I took over the sector due to station numbers

Result:
Since I controlled the sector it said there was room for 1 shipyard.
The AI started building multiple shipyards.
They got to two before my shipyard was built.

Final Bug:
1 Player owned shipyard and 2 opposing shipyards were built.

Regretfully:
In my ultimate wisdom I overwrote the save with a new game.  That one went abysmally as the two shipyards had a feud obliterating my relationship.

OS and other Stuff:
Windows 7, Ram is about 16Gig, CPU is probably somewhat low end quad core, and GFX Nvidia GT 640
98
Development and Suggestions / Re: Ai Core faction suggestions
« Last post by RaitzuViMate on February 24, 2016, 05:45:48 PM »
Yeah its weird that machine race even needs a economy, isn't these machines simply obeying mechanical hivemind? or a protocol. (Sent signals to colony to product more metal, sent signal transport ship to bring it to shipyard, build more warships.. Profit?) No actual currency needed, otherwise than electrity.
99
Development and Suggestions / Re: Ai Core faction suggestions
« Last post by Fireball14 on February 24, 2016, 04:03:42 PM »
I guess AI core faction is bit independent from other factions, after all its in permanent war with other factions, so it should't be possible to sell or buy wares, pirate clan seems to be exception, but I'm sure that it wasn't meant to be. As AI core faction you should be producting your own wares/supplies and use them to expand your faction and fleet. As building stations/ships doesn't cost any money, only wares. In otherwords, Ai faction doesn't care about currency or should't be using it.
But in reality, you need a lot of money to build all those military bases, shipyards and colonies. Yes, it's true, AI Core can build lots of ships very fast, but they lack an economy to back them up. :(

100
General Discussions / Re: Unending Galaxy is on Steam
« Last post by Paul on February 24, 2016, 03:32:51 PM »
Just FYI: You can change your gate travel restrictions to Allies Only, or set pirates to hostile. Either one should keep them out of your gates.
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