'I've noticed that shortly into the game, I DO colonize with more than 800M, and I DO tend to at least build Soil Improvement as the first thing. Habitat improvement also as soon as I've researched it.' It's probably the 800M colonization that's the problem. I generally use less than 100M except to colonize the rare class 26s, and I still often have an initial morale of less than 60%. On class 15s and 14s, I frequently only colonize with 30M or so and only manage an initial morale of
Arturus Magi
I generally don't have problems except when loading one-time animations and saving the game on my P-200 MMX with 80MB RAM.
'Now there is an option to get the beta CD BUT do I still get to D/L the beta today while I wait for my CD.. I am sorry but the "Purchase Now" is very confusing and vague... I dont understand why I am ask to pay $49 now for a beta CD and then I D/L the full game when it comes out when I can wait and buy the boxed full game from EB for $39????' You're not buying the beta version, your buying the final release, and being provided the oppourtunity to affect the development of the
There is one possability that I can think of. A very high pop. growth without a moderate bonus to morale could run into the bouncing morale mess just before a class 20+ planet hits max population. Doing this would require colonizing the planet with an unusually high population (say 700+M) and building all three terraforming improvements before any morale improvements, from what I can tell.
I've been working a bit on custom improvements, techs, and starbase modules since around beta3A. usually when I do, I use arbitrarily high ID numbers for data types that have them (1000+ for techs, 50+ for SBModules). With the introduction of more starbase modules, and a statement to the effect that more are being planned, I reindexed my partially designed modules (which right now are really renamed and modified copies of the originals, sans Terror Star modules, to test what sort of mo
'I've used auto survey a bit, but after seeing my survey ship pass anomalies several times, I gave it up.' It doesn't necessarily aim for the closest anomaly, so it can get annoying at times.
'If someone does take the time to build so many bases, then that sector would have super colonies? and ships in that sector would be super powerful? the amount of influence produced would be enough to overwhelm the stupid AI.' Except that it's not feasible except until late in the game...it takes too long to get enough constructors into the same area to do so without severely neglecting your military. By the time you actually accomplish the task of constructing three fully equipped sta
'Then I tried to rebuild starbases on those same resources, but the game wouldn't let my constuctors enter the resource space. I'd move on to another resource, only to notice shortly afterward that the Arceans had built a base on the same resource which the game wouldn't let me access. This happened quite a few times, altho not always, and it was irritating to beat the Arceans to the resource, only to be unable to harvest it, and then have the Arceans come along and take it with no problem.'
'I haven't seen a super class planet (50+ after upgrades) in a long time, nor have I seen a planet whose population reached the point where growth caused morale to plummet from 70% to 20%, or where a planet's populaton exceeded 100 billion, in a long time. I thought Stardock had tuned that to the point where it didn't happen any more. Am I the only one NOT seeing this happen? ' Under normal conditions it doesn't happen anymore, in my experience, but I do see it occasionally when I tweak
'The other pain (which Bizarre pointed out) is that the computer apparently ignores range too' I remember Brad mentioning this happening before. I was under the impression that it had been fixed, though (and, in fact, I haven't seen it happen in a while). 'also check their ships, their hit points are way more than ours and their ranges on their ships are larger (until later in the game)' Their hit points are larger because they are normally War Party (+50%), and usual
'The curious thing about the missing project completion reports is that if you use the event window in the lower right corner to cycle through events, you DON'T miss project completions. That is, the pop-up windows aren't picking up or displaying the same information as the event window.' The event window does miss things, but they frequently show up a turn or two late.
'BoogieBac, abilities are NOT universal. For example, if I build a Shipyard, then only the ships made from that colony get the bonus, right?' The shipyard does not improve an ability. Abilities are the bonuses shown in the Domestic Policy-Stats screen. Only techs, wonders, trade goods, anomalies, and resources (and certain rare events) improve abilities. 'Once the ship is made, it makes no sense to modify it (espcially by making it weaker). That's the realistic way of doing thi
'Ah - I think I remember now - Virtual reality machines, they appear twice in different research topics.' This is because there are two different Virtual Reality improvements. Virtual Reality Machines is a social improvement, and Virtual Reality Modules is a trade good.
'Planets overflowing??? I never thought of that? How do you stop that from happening - it seems silly then, that A LOT of galactic wonders and research topics give population booms, doesnt it?' If you can get morale to settle around 50%, pop. growth should slow or stop entirely, but large planets can have high enough population that +30% growth can result in pop. growth in the billions of persons. At that point, moral can jump from 70% to 30% in one turn. Once morale is below
'That way, -19% really means -19%, not -25%.' Even truncating, the difference is still important. When you start building improvements, that extra 6% can, and in your particular example, does, resurface.
GCTech: The tech Advanced Repair has a header reading 'TECH 97 BasicRepair.' This isn't game impacting yet, because it is not referenced anywhere by either tech number or ID. The number is different from that of Basic Repair (TECH 96), which is presumably why both still appear in the game, just the alphabetic ID is a potential problem. GCImps.IMP: The social improvement Re-Education Center still has the header 'IMPROVEMENT SecretPolice,' which makes either it or Secr
Err... So it was. And actually, I misstated Terraforming's bonus too. >. Correcting my mistakes, that would be a final class of 19, which isn't anywhere near as impressive anymore.
'I colonized a Class 16, got the worms, took the good choice at -19 %. (100% -19%) x 18 = 12.96, so I expected a Class 13, not a Class 12. So there's a rounding problem somewhere.' The game rounds down. That seems to be true just about everywhere. Given that it's been brought up before, I would imagine that it is intentional. Incidentally, Soil Enhancement, Habitat Improvement, and Terraforming still figure off the original class 18, and that planet would have had a final cla
'You people ignore the most important issue here: a single ship that can defeat the fleets of 3 empires. That shouldn't be possible at all, it's completely unrealistic and it ruins the game's military aspect. Superships are a side effect of current battle system.' And you seem to be doing a similar amount of ignoring yourself. 11 attack 50 def isn't really that much. A mid-range ship at level 4 or so should have stats around those numbers. High end ships outpace that without a single
The bonus points do work, but some of them don't get computed in when the game figures durations and displays stats in some cases, research being one of the more noticable ones. By the time I have two research techs picked up, the actual research time is about half of what the Tech screen shows. I think the Weapons, HP, Defence, and Soldering bonuses are the only ones that don't have at least one display quirk somewhere.
If you mean the manual, it isn't complete yet. The current version is in the Encyclopedia available at the top of this page.
'Magus, that's it. I had 10 routes. (THat opens up the question of why there even *are* techs that will push a player past 10 routes, of course)' Techs can't do so alone. With all trade techs researched, a good race will have six routes, and an evil race five. I'm not sure how many neutrals can get, but I'd have to guess four, since both good and evil races get routes through alignment techs, and there doesn't seem to be any neutral-aligned techs (or even any way of making them).
I play on a P-200 MMX with 80 MB RAM and see little problems beyond occasional slowdowns while loading and playing uncommon animations, such as the several that only play once a game (first colony, constructor, etc., techs with a unique wireframe...).
'Trade techs very late in the game (like Benevolance) don't seem to open up the new routes they are supposed to.' How many trade routes were available? If you already have 10 trade routes, for some reason, the game won't add any more.
Economic victory was supposed to be 75% of total galactic trade, IIRC, and I can't recall seeing it happen (and there are no lines in the English.str corrisponding to them), so I would have to assume that it has not been implimented.