The thing I am worried about with the production bonus is... I think the computer still get their bonuses, not 100% sure on this one though. Another thing I would point out is a pseudo-bug is all of hte secondary races popping out of nowhere with 5000 credits each and no technology. The easy exploit in the game I've found thus far is selling all of my tech to one of these people and taking 4000 or so off their hands.
Matt Sontum
Sorry about posting twice on this, the first one had an 'error during post' and since it didn't come up on my post list I didn't think it had been received.
The sort of bugs I have been noticing are major Gameplay related issues, which would not normally lend themselves to being platform specific. For example, a number of people have found that galaxy wide social production bonuses are not being applied. I have personally found more bugs in the custom race creation section of the game than I can count, although most of those are simply annoyances, a few will significantly alter the game (as I said, my custom races have been getting between 4 and 12
Who beta tested this? In less than a day of casual play, I have already found eight eignificant errors! All but two of those were already posted to this forum, which means that other people found them easily too. I don't understand how so many bugs could have been missed. Did they beta test this strictly with developers? Developers are notoriously lax about recognizing errors they will be responsible for fixing...
Alright, the creation of a custom race is exceptionally buggy, one of the issues I have not been able to figure out is, why the logisitics on my created race keep varying so widely. The first time I made one I recieved 8 as the base, which seemed resonable. In subsequent tries though, I have seen 4 and 12. What is going on?
I'm not sure if someone else has already posted this, but there seems to be a fairly major bug with loading saved games, in that any time you reload a saved game your planets generate 0 production and research for the first turn. It looks like that is true with everyone, since on the graph everyone's production goes to 0 for that turn. Also, when you end your turn, the date does not change. You are still allowed to move your ships, but as far as I can tell, nothing else gets done!
I can safely assume that luck helps with the anomoly results, I have gotten $1000 each from 2 anomolies and $500 from another. I was just wondering if it really helped with your combat critical hits like the manual said, or anything else for that matter. AS for creativity, it says it's supposed to get you random tech for free every so often, but I have never seen this happen.
I would really like to see an excel table with specs for size, cost, damage, etc for each weapon so I can decide which line I want to go down.
After selling a ridiculous number of techs to a minor Civilization, I got to wondering... how do they have so much money? They only have one planet (that I know of) yet they have twice as much money as the next highest player.
I have been picking luck and creativity as racial traits... but what do they do?
After playing for a little bit, here are the list of racial attributes I seem to take for every Civillization I make: Planet Quality - 3 pts Research - 2 pts Luck - 1 pt Creativity - 1pt Morale - 1 pt To be fair, I'm not 100% sure what luck or creativity do, but there doesn't seem to be any way to improve those with technology.
After discovering that a Star republic gives you 25% accross the board, I have been paying better attention to what technologies give you. Any other important ones I've missed?
It's just that I felt compelled to upgrade my ship with each technological breakthrough. It's the same ship just with lasers II instead of lasers I, etc.
Since you are allowed to have your tresury go negative, why would you pay to have a building or ship constructed under one of the payment plans? Even the best one will cost 1.5x as much as buying the whole thing upfront.
AFter loading a previous custom race, I was somehow able to get -5 as the number of points still allowed to spend. I think it tried to combine the abilities from the old race and the current race. Didn't try playing with my new 'super race'
I've only seen this once, but at one point I was unable to create a fleet of 3 units, despite having ample logistics to do it. Each time it would create one fleet of 2 units and leave the other one out of it. Pressing create fleet with the 2 units and other one did not help. I think this probably has something to do with the fact that they were both different version of the same named ships. Then again, maybe not.
I have noticed issues with Social Production bonuses not applying as well. I made two different custom races, one with no social production bonus, and one with the maximum you can choose. There was no difference in the ammount of time it took them to produce their first factories.
In a normal game, what is the best starting strategy? So far I have been using the strat of buying 3 colony ships, factories for all my new colonies, and a research lab on my home planet.
Looking at the list, the racial attributes don't sound quite as game-making as the ones in MOO II. Still, I was wondering what people thought the best ones were. Personally, I imagine investing in research and the economy would probably pay the best dividends.