Is it my lifetime, or Brads? And if I croak can my children inherit my founder status? =)
ManiiNames
Your explanation was solid. Appreciate the change!
I find the tourism thing hilarious. Emperor Silicon Race: ‘We built the hotels and groomed the beaches. Millions of credits invested, but nobody wants to visit!’ Minister of Tourism: ‘Maybe our guests dont enjoy the crusty lava flow beaches and accompanying tar pools?’
Issue: Ships constructed with a Precursor Satellite planet receive a sensor power bonus of 10%. However if you look at the details of such a boosted ship, and then mouse over the ‘Sensor Range’ information, a ‘Missing Info 10%’ is displayed.
Issue: When harvesting anomalies I now get money with an extra decimal point. Example might be ‘Treasury +46.6’. I regard this as a very minor issue but it’s new. Stock game, all DLC (Founder)
My silicon self thanks you for our ability to colonize! Q about ship upgrades with one per player components. Does this mean if I obtain a ‘Precursor Boom Cannon’ (not real name!) from an event, and mount it on a ship, I can later upgrade that ship and retain the cannon?
Q: Does the originating planet use these values as well, or is the only thing that matters the destination planet?
Admiral, it has been fixed but not released. That’s why my post asked if a bug fix build would be possible. Since it is now Saturday I assume the answer is no =/
@PreviousPoster ^^^ The issue you're talking about w Planetology etc has been reported in the support forum and Mormegil reported it as fixed. Q: Any chance of a (small) bug fix build soon™?
Thank you Mormegil. We appreciate it.
Agreed, I ran into this with a custom Silicon based race. Wanted to colonize the wonderful extreme precursor planet I found, but the technology just didn't exist in my tree.
A number of the races have tech trees missing these technologies. Definitely an issue.
Since it’s the Altarians, possible they have a pile of relics and such? They get a ton of research from those via the Ancient trait.
My money well spent.
All of the ideology generating buildings need to have the text updated. A change a while back set them to 1 point every 5/2/1 turns instead of the previous times of 10/5/1.
Game is very engaging, if you like this style of game you should definitely buy it.
I play on an ultra wide LG @ 3440 x 1440. Works great, looks awesome.
[quote who="joeball123" reply="22" id="3649374"] The other thing that they changed a while ago is that fighters no longer benefit directly from hull capacity bonuses, as the fighter blueprints no longer have FillerComponentType components defined. They do, of course, benefit indirectly as you'll be able to fit more carrier components onto the carrier. [/quote] This.
Issue One: Only the receiver of a treaty receives any benefits even though the treaty is tagged as true . Right now if I want to enjoy a treaty I have to trade the technology to my opponent and then 'purchase' a treaty from them. This seems very strange. ReasearchAlliance Treaty </MajorType&g
Ahh. That's nearly useless. You have to trade them the technology, then bribe them into initiating a treaty?
Q: If I offer and sign a research treaty with someone, where can I look to see the 25% research benefits?
Planetary colonization events, such as Mining Accidents (+Econ, -Growth) do seem to work.
Desert Planet doesn't work either.
Issue: Technology improvements such as 'Industrial Specialization', which grant the benefit of 'Manufacturing Cost -5%', do work - but their functionality is not reflected in the tooltips displaying building cost. Steps to Duplicate: Set up to build a basic factory, tooltip shows it needs 30 manufacturing to construct. Click to rush-buy the factory, see that it costs 300 credits. Use cheats to immediately researc
Q: It appears that technology improvements such as 'Industrial Specialization', which grant the benefit of 'Manufacturing Cost -5%', only have an impact when you are buying buildings with credits. They do not make the buildings cheaper to build, only to purchase. Is this correct? Note: My observations are based on rush-buy prices before/after.