What you describe is NOT the way the ship-building queue actually works. The social queue does work that way: each item has its own, separately tracked progress. Ships, however, are generic: If you spend 45 units of ship-building effort toward a colony ship and then switch to a freighter, you instantly have 45 units of freighter built. If you build 530 units toward a dreadnought and then switch to a 50-cost freighter, you get the freighter on the next turn because you have more than 50 units completed. (The other 480 units that were also completed vanish, never to be seen again.)
Why doesn't that sound right?
So by my limited thnking I actually have to pay 51 units for every 50 unit item? Or does it complete on turn 49 and is then delivered on turn 50?
If I sound stupid so be it but I am not seeing the logic here, sorry.
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Was this by design? I perfer the social project way of building - it's more real.
Getting Dreadnought tech and changing all Death Knights to Dreads does fast complete some Dreads but is this realistic? :notsure:
I propose a mix of the two - a 50% production penalty when changing ship types. A partially build Knight with 740 shields would transfer 370 shields to the Dreadnough project. This should be easy to code and add to the next patch. Yes/No??
Saintly, no; priggish, yes.
Same thing when refilling trade routes lost to war. I think the wrong color goes away when reloading.
Well, it's the same unfortunate logic that says that any number of bc times 0 turns is anything other than zero bc. When it says you have one turn to go, you have two turns to go. Programmers (like me) learned to count from zero and forget how to count from one. Or you can look at it as the European numbering of floors, where "1" is the second floor (to Americans) or is "one floor up" as the alternate POV.
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~SDC~
I'm playing on a gigantic map, so I've saved and reloaded several times as I return to the game. The bloody trade ship won't move!
End transmission.
~SDC~
im using stardock central and i have suceesfully downloaded the bonus pack and the multimedia pack(wat does this do ne ways) but wen i try to download the update(v1.12.079) it downloads then wen it is extracting the files it stuffs up on starexplosion.md
i have reinstalled the game but it still stuffs up
HELP ME
Extract: C:\Program Files\Stardock\SDCentral\temp\base\Gfx\starexplosion.md
Downloaded: 1826982:05/14/2003 11:22
Expected: 1826982:05/14/2003 11:22
Result: failed(deleted file)
again, HELP!!!!!!!!!!
Maxtipherous is correct. Once you offer the AI a gift in one turn, they will refuse subsequent gifts even though they may say "Ah, more presents." To get the gift through, you need to get something from the AI in return (such as 1bc or 1IP).
~SDC~
restarted com and now have all updates
booyah!
For anyone I ask to send me a save game, please see instructions at the bottom.
JaxomCA: Yes, that's been around for awhile.
Sirian: every time I look into someone reporting that the starship bonuses not working, I find it to be not true. But I think that you have to have an overall bonus of like 40% before it really makes a difference. I'll look into the colony ship thing, but I think that I fixed the trade ship bug. Unfortunately, the next fix probably won't be up for another week.
Lord Megatron: It's possible, but I'll have to bring that up at a meeting or something. It seems to me that it would have the potential to severely imbalance the game.
rubberduckyzz: I don't remember what the conclusion of our conversation about it was, but if you have a save game where I can check it out, I'd appreciate it if you'd zip it up and send it to me.
pancakeshead: I'll check out the crashing bug. I tried before (maybe not with transports) but I didn't have any problems. If you have a save game, I'd also appreciate it if you would send it to me. Also, I couldn't find the words discussing trend in the nectar event.
Hammer, yes I would like to see the save games.
If you turn off the prompts and autopilot to the resource will it build? I did fix the button where the build starbase button wasn't working.
My e-mail is [email protected]. I need both the .sav file and the folder with the same name. A zip file for the folder usually works best.
I found and fixed Sirian's colony ship bug and pancakeshead's crash bug. They should be in the next update, which probably won't be up until next week due to unavoidable circumstances.
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....S.
.ST...
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I pressed left once and then auto-piloted to the other system, blowing them both up and moving one space all in one turn. I know other types of ships get to perform their action (attacking, upgrading starbase, etc.) if they land on an adjacent space while auto-piloting, but this one struck me as odd just because I got to blow something up twice and move.
~SDC~
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I've run some tests. I have obtained proof that the starship bonus from PQ events is not being applied. I also turned up a couple of other oddities. I am sending the proof, and the save I used to run my tests, to Cari.
- Sirian
I have seen this several times but it goes away when you reload. Send a ship through unexplored territory. allow several turns to pass and make sure the ship display on minimap is on. very rarely the pretty background is displayed instead of black, and the ship appears in a different color. Scrolling the mini-map in and out changes the ship color to white and back. Activating the ship does not cause the sector to dispay as explored (black). Kinda bizarre when your ship shows up green like a shark.
Bugs (Have shown up in all my last three games):
UP only votes on two issues - Placement of the UP headquarters and Taxing warring parties - Before the upgrade there was a lot more variety.
Missing art for several ethical questions and events:
- Warring Bugs - This is a planetary settlemnet question with the following choices: Loss of morale, Loss of productivity, or no effect.
- Precursor Defensive Array - Random event - chocies: Cost, Loss of people, Loss of +++ people and gain + tech.
Also having problems with reporting my score and registering my player on the website. But I don't think those are bugs in the new upgrades
- At least one more that slips my mind
to reply to your question from 12/1, you're not quite exactly correct, but you're close. Basically all ship creation appears to take place as the first thing that happens at the start of a turn. Buying a ship will not change that; you won't get the ship until the start of a turn.
As to how the build/purchase/switch arrangement works: if you have a planet with 180 units of a Frigate (which costs 200) built, building 10 units per turn, and you buy the remainder of the Frigate, then immediately switch to a Battle Hammer (cost 280), you don't lose the 20 units that you just bought. What you will have at the start of the next turn is a Battle Hammer that is at 210/280. (The 180 you had, the 20 you bought, and the 10 you built.) However, if you buy the remainder of the Frigate and then immediately switch to a Freighter (cost 50), you will get the freighter on the next turn and the 20 units you bought, the 10 you built, and 130 of the 180 you'd previously built goes to waste.
You are correct, though, in that when something says it costs 50, it really costs 51. This is true for both ships and social improvements. It's one of the small things about the game that really bugs me when I think about it.
Nope, doesn't work that way. I tried the Civ trick of "partial purchase". If I buy a ship and change projects to a larger ship, it builds the one I bought and I start over the next turn. That was quite a shock the first time I saw it. I tried to buy a sensor drone as partial purchase toward a colony ship, at a planet that had about 35 bc in production per turn. Instead of speeding my colony ship, I actually lost a turn, AND got a drone I didn't want. Oops.
Thus, the original poster on this issue had some things right. The way it actually works in the game doesn't mesh with trying to finesse it. It gets ornery if you get cute. The social projects are fairly intuitive. WYSIWYG. The military side is more obscure. Best advice I can offer is don't try to trick it, and just wait a turn after you buy a ship for it to be produced, then go to your next project.
- Sirian
Theoretically possible just on a random basis, but I suspect a new bug may have slipped in....
Five minutes later - my apologies for repeating what others have said. I didn't notice the 7 pages of comments rather than 1...mea culpa mea culpa etc.
Definitely agree about the minors. They have often taken the upper hand recently. Maybe becuase there is no option to change the MInor's AI intelligence, they are usually smarter than a dim major AI...
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That will be fixed in the next update which will be released next week.
~SDC~
I noticed twice last night that the video that plays when my freighters get attacked for the first time ina game has no sound, it plays completely silent, and as far as I'm aware, this only happened with the last update...? Anyone else had this problem? All the other video's play fine
There are two movies and one of them doesn't have sound in my copy either. I'll have to check with the art department to see if there is a version with sound.
Morale bonuses are kind of complicated. For example, you need to have social improvements in morale for the bonus to actually do anything. But exactly what the relationship is between the two has never been fully explained, and probably changes from patch to patch. So I'd be hesitant to say that "it's not working." I've definitely had situations where I built a morale trade good and it improved my morale, and I've definitely had situations where it didn't help anything.
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