hmm, I was actually thinking about making a small website for AARs (After Action Reports), since I enjoyed the Stardock journals myself a great deal. Or maybe Stardock could set up a nice subforum for AARs, like Paradox does for some of their games that would be sweet if stardock did indeed do that. We could all submit and enjoy each other's
Revan1138
Come on guys, we need more of you to post about this in here. I know a lot more of you have this bug, I've talked to a bunch of you about it. We need to get stardock's attention that this isn't working right. That it is indeed a bug and should be put on their list of bugs to fix.
The lights have to do with the planets population and its Class. the more people on the planet the more ligts you should see. i understand thats how its supposed to work, but as I'm trying to say, its bugged. It is not working like that at all. I have talked to many other people and they see the same things happening as I do. Planets with e
its all story based i believe
actually the pop cap is determined by the quality of the planet. It doesn't matter how many farms you build, the pop won't go above the cap thats determined by the planet quality. A formula was posted by someone from stardock that will figure out the exact number of pop that your planet will cap at. Here you go: Limit = 20 * ((Q+1)^3)
well on my class 10 planet i've had 15 billion people yet no lights, but one of the ai planets were class 8 with 5 billion yet he had lights...
hehe or you might get a comment like "eye candy isn't that important to us" but to that I would say, well its in the game s all I ask is that it work right. I want my planet's lights to show accurately damnit
well we should warn them away at least when they get too close to our planets. Also even though our space isn't a border, the ai still gets upset about us building up a military presence in their space, so all i ask is an option to tell them about our unhappiness when they do the same.
I dont mean to offend anyone, but HOW does a bug like that get through testing? Not one person decided to try theses bonuses? Its things like that make you wonder if the 'under the hood' stuff is all working sometimes. I mean if something that can be seen in the first minute goes unoticed, how about the bigger computational stuff that is harder to see? </TR
I would like an option in diplomacy to tell the AI to get their ships out of my space. Its annoying to see their scouts or something else just parked near my worlds. If I did that to them, they would be annoyed.
are we few the only ones concerned about this?
Going along the same lines of "the get out of our space" theme of this thread, We need to have an option in our diplomacy to tell the ai players to get their ships out of our space. It gets annoying sometimes to see some race's scouts or something else just hanging about in my space. I just want to tell them to get their ships out.
its weird but some planets get lights others don't. I'm all confused. I wish someone from stardock can clear this mess up for us.
its weird but some planets get lights others don't. I'm all confused. I wish someone from stardock can clear this mess up for us.
ok it has to have something to do with the technological level the buildings you build on your planet are because my planets which have mo lights are not really even past the first tier of buildings but the race that i saw who did have lights has advanced buildings on his planets so i assume thats it.
does it have to do with level of technological development or some specific structures?
anybody know?
there are many camera views to choose from, even a free camera view
i remember in one of the journals and game examples, it was said that planets would have city lights show on them where you've built stuff. I even saw a screenshot of this. I haven't seen any lights on my planets. Has anybody else had this problem or do your planets show city lights? Do you need to be a certain level of technological development for them? I have planets full of research labs, factories, markets etc, no tile is empty, but still no lights
Did you not read the main post? All the IT guys that can put it in SDC have long gone home, it is Friday night after all. It will be put up there Monday. But Frogboy and the developers wanted to get it out there for us for the weekend so they hooked up with cachefly so that their web server wouldn't get pounded into the dust so that we can have it now. I really don't know
i think putting this on sdc would solve all this confusion. Frankly their decision to not have it there to make it faster and avoid confusion is just causing more of it. They should just put patches and updates on sdc like they've always done. Its what we've come to expect. At the very least if they are going to have it downloaded from the site as this is, then it should be as a seperate stand alone download. Not combined into something that I have already downloaded. It just confuses peop
ah ok glad to hear it, I will be anxiously awaiting the patch then. Maybe then I can successfully make those crazy ships
but thats just it, on one of them i didn't have too many components, but i did have a bunch that collided and intersected with each other. Would that have something to do with it?
so...anybody else have this problem or is it just me and that other guy? Its been suggested that overloading a design with components can cause this bug. So, I'm wondering if anyone has taken notice of this and if this will be fixed.