![]() ![]() Colonies that build Shipyard facilities will also have the ability to construct ships larger than frigates. The savings in machine and labor costs translate directly into higher production. ![]() It is far easier to maneuver large ship components into position in Zero Gravity than it is on the ground. Categories Community content is available under CC BY-NC-SA unless otherwise noted. Orbital Shipyard (Building) Orbital Shipyards provide efficient facilities for ship construction. Buildings cost Production to be created, and can be rushed using production and Credits. Perhaps it would be better to collect all "player decision/notification events" (colonization, hero hiring, technology researched, combat initiation) at the end of the turn, have the player act on them whithout "the clock running"and accept the minor hit that any fleet which hits a decision point is "frozen" for the rest of the turn and might loose some residual movement. Building Edit Buildings can be built on colonized planets and asteroids, via the colony screen. combat initiation elsewhere while a ship/fleet is transiting a wormhole) which the game currently does not handle well. In essence the turn is a chunk of real time execution and things are happening not just at different times during turn execution but aso sometimes simultaneously (e.g. I think this bug is part of the larger problem of turn resolution that is also suppressing hero notifications (said to be fixed in the next patch) currently and is responsible for the "messy" turn if you have colonisation decisions. ![]() Originalmente postado por tbrsim:It is still happening, just got a colonizer stuck in mid-wormhole transit when one of my fleets was intercepted by Remnants during turn resolution. ![]()
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