Troop Transports
Why does building a transport with an armour brigade in it cost ~55% more than building the ship and tank separately?
A Troopship costs ~750 production to build.
A Transport on its own costs ~200, and Tanks on thier own cost ~280. 200 + 280 = 480
Ideally the cost of the Troopship ...
Search found 79 matches
- Sat Jun 07, 2025 10:17 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464018
- Mon Jun 02, 2025 8:05 pm
- Forum: General Forum
- Topic: Any place to check all faction benefits?
- Replies: 3
- Views: 2414
Re: Any place to check all faction benefits?
Unmentioned faction quirks - likely not exhaustive, there's probably a few more things I've missed/forgotten
Teros
Has one of only two planets in the game which has a debris ring
Guaranteed colony site in home system
Light cruisers can be built without orbital infrastructure
Destroyers have extra ...
Teros
Has one of only two planets in the game which has a debris ring
Guaranteed colony site in home system
Light cruisers can be built without orbital infrastructure
Destroyers have extra ...
- Sun Feb 16, 2025 11:12 am
- Forum: General Forum
- Topic: Stars in Shadow Let's Play
- Replies: 11
- Views: 39893
Re: Stars in Shadow Let's Play
I really like the combination of in-character explainations for the various situations and decisions, followed by the OOC details for what and why.
The growing unease and outright exasperation of finding they're surrounded by a collection of what seems to be the galaxy's most troubled people is very ...
The growing unease and outright exasperation of finding they're surrounded by a collection of what seems to be the galaxy's most troubled people is very ...
- Sat Dec 21, 2024 9:19 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464018
Re: Suggest - Features and Improvements
The simplest way I can think of for toning down the effects of boarding is to always give the defender the advantage - either by making attacking crew count for less, or defending crew count for more.
It would then be harder to capture ships in general, make the Marine Barracks intrinsically benefit ...
It would then be harder to capture ships in general, make the Marine Barracks intrinsically benefit ...
- Tue Aug 15, 2023 2:40 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464018
Re: Suggest - Features and Improvements
The ability to save a captured foreign ship design so that you can apply it to another captured ship would be very handy. Upgrading captured ships is always kind of chore. Especially when you find out that in one of them you forgot to upgrade the armor so you have to undo to redo the refitting ...
- Fri Apr 21, 2023 7:27 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3935799
Re: Report - Current Bugs and Issues
An occurance with the Humans that can lead to thier having some significant difficulty at game start.
If all available colony sites are only accessible with range extended ships AND those sites are >3 turns travel away from Fargone AND the colony site has low fertility, the Humans will be forced ...
If all available colony sites are only accessible with range extended ships AND those sites are >3 turns travel away from Fargone AND the colony site has low fertility, the Humans will be forced ...
- Fri Apr 14, 2023 1:31 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464018
Re: Suggest - Features and Improvements
It would be really neat if there could be an optional setting that would automatically progress to the next turn if there's nothing in the newly generated turn that requires the player's attention.
So pressing next turn could essentially 'skip forwards' over empty turns until something happens.
I ...
So pressing next turn could essentially 'skip forwards' over empty turns until something happens.
I ...
- Mon Apr 10, 2023 9:37 am
- Forum: General Forum
- Topic: New DLC
- Replies: 244
- Views: 987829
Re: New DLC
Yeah, it's generally among the very last tech I research, due to how little use it has. The only other faction that has asteroid belts on its home planet is the Ashdar Teros, and they start with decent orbital facilities. If random planets could have it, it would be of slightly greater use, but ...
- Wed Jan 11, 2023 9:54 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3935799
Re: Report - Current Bugs and Issues
Some interesring behaviour that doesn't seem like it ought to be happening:
When one of your colonies is in range of a Marauder base, that base will send raiding parties to your colony so long as it has transport ships available.
If those transports are captured or destroyed the base will take some ...
When one of your colonies is in range of a Marauder base, that base will send raiding parties to your colony so long as it has transport ships available.
If those transports are captured or destroyed the base will take some ...
- Mon Jan 09, 2023 8:56 pm
- Forum: Modding
- Topic: Got Dzibix?
- Replies: 2
- Views: 26524
Re: Got Dzibix?
Anyone else getting this intermittently recurring error?
Mods\GotDzibix\orders\harmonize_mechanics.lua:138: attempt to call global 'push_shared_history' (a nil value)
Mods\GotDzibix\orders\harmonize_mechanics.lua:138:
Lua state\AI\handle_slaves.lua:23:apply_prefs:
Lua state\AI\handle_slaves.lua ...
Mods\GotDzibix\orders\harmonize_mechanics.lua:138: attempt to call global 'push_shared_history' (a nil value)
Mods\GotDzibix\orders\harmonize_mechanics.lua:138:
Lua state\AI\handle_slaves.lua:23:apply_prefs:
Lua state\AI\handle_slaves.lua ...
- Wed Dec 21, 2022 7:38 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464018
Re: Suggest - Features and Improvements
It'd just be something to allow pacifist players to have some non-consequential tactical fun.
I don't generally have an issue with combat per-se, but I really dislike starting fights even in a made up game with zero consequences.
So having the AI "start trouble" is usually the only faction ...
I don't generally have an issue with combat per-se, but I really dislike starting fights even in a made up game with zero consequences.
So having the AI "start trouble" is usually the only faction ...
- Sun Jul 24, 2022 12:56 pm
- Forum: General Forum
- Topic: Comparative Ship Strengths
- Replies: 8
- Views: 42034
Comparative Ship Strengths
Content Warning: Long Rambling Stream of Nonsense
So, having spent the past few days being baked alive and/or mixing concrete for dumb projects I wish I never started, I wanted to do something that would prevent my tired meat brain from being reduced to sludge.
And I have been meaning to do this ...
So, having spent the past few days being baked alive and/or mixing concrete for dumb projects I wish I never started, I wanted to do something that would prevent my tired meat brain from being reduced to sludge.
And I have been meaning to do this ...
- Sun Jul 17, 2022 8:52 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3935799
Re: Report - Current Bugs and Issues
Minor code bug.
\galaxy\planet_types.lua
Line 666 does not follow the same formatting as every other similar entry:
Looks like it should read
\galaxy\planet_types.lua
Line 666 does not follow the same formatting as every other similar entry:
Code: Select all
663 growth 'gremak' {
664 High = { 'Hive', 'Island', 'Swamp' },
665 Medium = {'Coral'},
666 Arid = 'Low',
Code: Select all
Low = {'Arid'},
- Mon Jul 04, 2022 10:30 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3935799
Re: Report - Current Bugs and Issues
Minor graphical bug.
The Tinkers Heavy Cruiser overlays don't seem to be working as intended.
When torpedoes are equipped in the dome hardpoints, the lower part of the weapon images clip through the hull layer.
https://i.imgur.com/79I9Sp3.jpg
This does not appear to affect any of the other Tinker ...
The Tinkers Heavy Cruiser overlays don't seem to be working as intended.
When torpedoes are equipped in the dome hardpoints, the lower part of the weapon images clip through the hull layer.
https://i.imgur.com/79I9Sp3.jpg
This does not appear to affect any of the other Tinker ...
- Mon Jun 13, 2022 7:59 am
- Forum: General Forum
- Topic: First research goals
- Replies: 11
- Views: 49075
Re: First research goals
Generally, everyone wants the following early game:
Xenology - Science boost, plus it leads to other needed things.
Hyperspace Metrics - Travel speed is important for both expansion and defence.
Market Theory - Money runs everything, plus morale effects are useful.
Boarding Tactics - 'Free' Science ...
Xenology - Science boost, plus it leads to other needed things.
Hyperspace Metrics - Travel speed is important for both expansion and defence.
Market Theory - Money runs everything, plus morale effects are useful.
Boarding Tactics - 'Free' Science ...