It's possible to access the build queue for a colony's social production from the colony manager, by clicking on the text which shows how long the thing at the top of the queue will take. When I click a building or improvement in the pop-up scrren, some of the details of that building or improvement are not displayed correctly - bonuses to planetary abilities are shown as 1%, research buildings give 1 tp, manufacturing 1 mp, and so on. Maintenance and cost to produce the buildin
RemingtonRyder
Yep, I see it too. What's happened is that for Dark Avatar, an extra "DarkAvatar\" has been added to the target and Start in paths. Relatively easy to fix by hand.
I'm sorry, I only noticed that there were now Remove buttons for the race-wide spies after you mentioned it. So please, continue reporting bugs. :)
Colonies which have a rallypoint set will automatically launch their ships, it can't be avoided. Autolaunching (which is set in the options screen) allows ships to launch even if the colony doesn't have a rallypoint set, but they will await your orders on the turn that you launch them. Your best bet for forming up fleets if you have a decent-sized cluster of ship-producing colonies, is to set a Fleet rallypoint in the middle of that cluster, and let the ships build up there.&n
Well it was definitely working in the beta. Bear in mind that with D.T.B. unchecked (that is, techs can be traded freely even if those holding them didn't research them originally) it's entirely possible that the other civs are beating you to the punch.
I said as much an hour ago.
What you need to do then is to bring up the governors list in the Civ Manager, pick the colony rallypoint section, and then instruct all colonies currently sending ships to the rallypoints you created, to not send ships to those rallypoints anymore (by clicking None and then Update, if I recall correct). Unfortunately if you want to send entire fleets to rallypoints you'll need to launch them and form them up yourself; there is no automation for that at present, unless you park a seco
[quote]I would also be thrilled beyond measure if it were possible to select multiple planets and add a Planetary Goveror to all of them at once, and would very much like to be able to assign the governor from the Colony Management screen instead of the Planet Details screen.[/quote] That's my impression too. With a high-resolution display the colony manager could easily take a third column. In low res, you could switch or scroll to a view which shows which governors are i
Consider this though, you don't pay any maintenance on transports unless you add weapons to them. So long as you have some worlds cranking out replacement transports, the loss of however many transports it takes to conquer a world is a minor thing. I think using mass drivers should cost a bit more than it does at the moment. You get a whole lot of bang for your bc with it at the moment.
TotA 2.0 doesn't address this bug, bumped. I've also discovered that Doom Rays use the same model as Plasma so they are affected by this too.
Well all I can say is, it wasn't there in the beta, and I didn't ask for it. Oh well, just going to have to live with it. :P
At some point prior to the 1.99 beta and the 2.0 release, Ctrl-M would toggle the music off and on and when the music was toggled back on it would usually play a fresh track from those available. With 1.99 and now 2.0 it is invariably toggling the same track on, or one other track, then back again; also the music cannot be toggled off using Ctrl-M at all. As a result, most of the time I'm hearing the same track over and over again. If anybody is thinking of posting that I
An early military gives the advantage of reducing aggression from your neighbours. It won't slow down an enemy that has completed some serious weapons research and has started cranking a war fleet, but for a reasonable weekly price you can get some insurance against opportunistic attacks. Which gives you more time to build up your infrastructure, perfect a certain weapon and start cranking out your own battlewagons. Plus, that little bit of ship maintenance helps to keep a
The Remove button is only used to remove spies that are currently disrupting an improvement. The race-wide spies can't be removed, you'll have to spend more money on espionage to get a fresh agent.
At the moment no, planetary governors are not much of a time saver, what with the drilling down the the next screen to get at them. Also you can't for example multi-select colonies and set them all to the one same governor, you'd have to go through them all individually.... and let me just say, when you have over a hundred planets pn your roster, that's a lot of clicks. ;)
Yeah it would honestly make more sense for the different planetary governors to be available as a tab on the buildings list, since they build whole groups of buildings. But I put that suggestions forward too late in the beta. :(
Impulse still has a way to go before I'll consider it to be suitable for purpose. At the moment, changing version (from beta to final release and back again) can involve quite a bit of unnecessary downloading if the archive that has been saved doesn't work. Most people won't need that functionality very often, but when they do and it isn't there, it's an annoyance.
[quote]So it appears that the 'Uninstall TA' is the way it is intended and not a bug with Impulse?[/quote] Installing over a beta version can have unpredictable results. It's always best to either uninstall completely then re-install the latest version that way, or restore the previous finished version and update that.
[quote]If there was a game with as much depth and polish as GC2 has plus decent multiplayer support it would rock the market.[/quote] I don't see how it's possible to maintain the same depth of gameplay in multiplayer. [quote]If you are interested in turn based multiplayer games you buy turn based multiplayer games. You do not buy single player games that might or might not get multiplayer support in the future.[/quote] On what plane of reality do people always buy and
As far as I recall, you need at least one defensive module on a ship in order for the defensive bonuses to be shown outside of combat. Whether this is because the bonuses only apply to ships which have defensive modules, or that there's simply a bug in the interface, I don't know.
Maybe the 'Store' button should read 'Store + Freeware' or alternate back and forth between saying 'Store' and 'Freeware'. That way the user realises that there is free stuff in the Store, which is the idea.
So start a petition already. You haven't argued anything that hasn't already been put forward in twenty pages. If your buddies want GC2 to be multiplayer then get them to sign too. Get everyone else who's argued for multiplayer in this thread to sign it. Get their MP-fanboy-buddies to sign it too. Arguments alone aren't going to make a multiplayer expansion happen, there needs to be a body of players that are willing to support it, and buy it.&n
First, enable auto-design in the options screen. Then, in the shipyard screen, hit the Focus button (it should be lit up if auto design is enabled) and set the sliders according to what weapons and defences you would prefer to see in the generated designs. As you research new technologies the settings you've picked in the Focus screen will automatically redesign your ships.
So I've had a chance to play around with Planetary Govenors a bit. Although there are a couple of problems with the interface that have been mentioned, they basically work okay. However, applying a governor from the colony manager isn't currently possible. The colony manager is useful in this regard because it shows how many tiles haven't yet been built on, but I have to drill down two levels to get to the governor. Further to this, it would be handy to have a toolti
The Focus button is at the bottom of the shipyrad screen and is only active when auto-design is toggled on. It'll open up your sliders to decide what your automatically generated designs should focus on.