There are good multiplayer games out there, and invariably when they're designed around that they don't fail to deliver in that arena. Thing is, multiplayer is something that really has to be incorportaed early on in the design process, to be done well. A game company shouldn't simply cater to the multiplayer crowd to be trendy. ;)
RemingtonRyder
The Orbital Fleet Manager still shows up in the (Terran) technology tree. I don't know if it's intended or whether it should have been cut now that there's a Super Project which takes its place, but it's there.
*bumped in case these still need to be looked at*
If you have an AMD dual-core, check the following link for possbile resolution to your problem: https://forums.galciv2.com/329576
Considering the fact that starbases take only 5bc per turn to maintain, it's not surprising that the fortifications you can build on them won't be enough to take on a determined and well-equipped enemy fleet. In my opinion, the starbase technologies could stand to be beefed up a little and the research time increased to be consistent with the increased resaerch time for weapons tech. Or, the maintenance cost for starbases should be 5bc base, plus more depending on how m
Don't know if this has been noted already for 1.96/2.0 ( seem to remember it being mentioned somewhere) but upon loading a game all the module priority lists for starbases (for auto-building modules) are changed back to the default order. Or, they were never saved in the save game, one of the two.
Didn't realise. No wonder all my ships are moving like bats out of hell. ;)
The base speed is still 1. But in TA some races get inherent bonuses to speed - Terrans, for example. They also get the Innovation Center which allows a further +1 speed to ships built on that planet. +1 speed doesn't make a lot of difference on short runs, but on the longer hauls it definitely pays off.
To sustain a colony rush you need more money. Although it can be somewhat costly to build, a transport with two colony modules and preferably an ion engine or better, allows you to get people off your homeworld and any other colonies that have become full up, and take them to colonies which aren't yet geneerating enough income to pay for themselves. The population of the worlds you're tranplanting from will soon recover, so the loss of tax income from having 500M citizens in trans
Sorry about that. I searched and searched but there's no 'winking to let you know that this is a bizarre but nethertheless true thing' smilie ;)
I agree, there's no particular reason why such a system would suddenly stop working on every colony. Unless it was *dramatic pause* jammed.
I'd love to help but unfortunately I have a writing project of my own to work on, and I'm notoriously bad at multi-tasking.
[quote]With Impulse, you can download and archive, but installing from the archive requires Impulse to log in.[/quote] Of course that's assuming you can get the archive to work anyway. So far, no cigar. My latest test had the same old result, failure to restore.
So ah, what exactly will happen to the Hyperion Fleet Defence Super Project, or is that being rolled into the Fleet Command Centers SP?
On the plus side, because those weapon techs take longer to research, warship designs will last a little bit longer.
If they have two Ascension starbases, they ascend twice as fast ;) Got another (possible) bug. The change log for 2.0 states that ships will be selected when launched from orbit. Now, this is true in the case that you use the movement keys or set autopilot using the right mouse button, but not so if you press T to bring up the rallypoint window. Isn't a big problem, in fact it's usually more useful for the planet to remain selected so you can launch more shi
Bring up the details (D) for that starbase. The Starbase Module Build Manager should be in the middle of the panel which pops up. To enable auto-build, check the box to the left of Allow Auto Build By Priority. Use the Module Priorities box to determine which modules should be built first and which should be built last of all. Works for all starbases that can have modules added to them.
With extreme environments (introduced in DA) and a slow tech speed, it's quite possible to still be colonising worlds five years into a game on an Immense map. I have 171 colonies in my current game and although I wouldn't say it was difficult to beat the AI to most of them, I also wouldn't say that it was a dull process. Such a massive expansion presents its own unique challenges without requiring corruption. Being a huge blue blob on the mini-map me
I'm so old I remember playing Ghostbusters on the Speccy 48K. Good times.
Postd by Kryo in this thread: [quote]The super-fast spinning things issue is caused by dual core processors without proper driver/bios updates. You may also need to check your motherboard manufacturer's website for a BIOS update. [/quote]
1) Maintenance on research and manufacturing buildings goes up in both DA and subsequently in TA, but initial colony buildings start producing more base mp and tp. Tourism becomes more lucrative in TA. There are different opportunities to advance your economy, but more ways to run it into the ground. 2) All-X has the advantage of giving you full benefit from the sliders. Even without an All-X strategy though, a good start and good choices can give you a significant l
Although I don't see it happening, I would like to see better, more personalised progress reports in sandbox games, and it would be neat if my spies were to submit brief reports about alien technology so that I can keep up to speed with what my opponents are doing. I would really like to see an enhanced ship combat system. I'm not wild about the idea of having control over a whole fleet's actions though - I think that if there will be tactical combat it would be nice to have goo
Most of the core ships from before TotA aren't available as standalone designs to be unlocked. What you can do now in the 2.0 update is design your very own milestone unlockable designs, through the ship designer on the main menu. They will then be available whenever you have got all the pre-requisite technologies.
I loaded an old game from the beta and it works there, so it's possible that starting a new game in 2.0 disregards that setting and leaves you stuck with a game where tech brokering isn't working as it should. Of course, that's just a theory.