Arturus Magi

Arturus Magi

Joined Member # 2439
0 Posts 9 Replies 4,040 Reputation

The Space Monster is handled as a seperate civilization, but in the last build it was saved in the save game with the same name as the last real civ written out, which usually turns out to be the Yor. This could be what was causing the quirks mentioning wars with the Yor.

10 Replies 224 Views

'In the file "earthworms.EVENT" Why is this file here? It duplicates a definition in file "Events.EVENT". There are a number of other "*.EVENTS" files that are in the same situation, so I will not be looking at them.' As for these files, they were the event files from beta 2, and should probably be deleted. Beta 3 moved all of the events into the Events.EVENT file.

17 Replies 604 Views

'In the definition for "EVENT SuffocatedBeasts" ("Suffocated Beasts") - in the description text ".. beasts are unconfrentational, ..." should read "... beasts are unconfrontational, ..." (already reported elsewhere, included here for consolidation purposes.)' Also, 'nonconfrontational' would probably be better than 'unconfrontational.' 'In the definition for "EVENT CatchEmAll" ("Catch Em All") - in the text for eviloption - "wellbeing" should be two words "well being"

17 Replies 604 Views

'Fighters/smaller vessels should be a lot cheaper to maintain(or big ships more expensive)' Most of the smaller ships are already 0-2 maintenance. 'Phoenix.. es?' Phoenices, presuming normal English pluralization rules, which, in English, isn't really a good idea. There's more exceptions to rules (and exceptions to exceptions to rules) than actual rules. :notsure:

16 Replies 444 Views

'Question: Is there a problem with using apostrophies? I am seeing a HUGE number of places where contractions and possesives don't have them.' Single quotes do have a special meaning in a number of programming languages. An apostrophe would be mistaken as a single quote in those languages. I couldn't tell you if that's actually the problem here or not though.

17 Replies 604 Views

'Hi, I think those "terror stars" would be cool. I remember MOO 2 when i had fleets of them, but this is pretty unrealistic. I think it should be extremely expensive and long to build so that even a powerful civ can just build one. Also it should be used like the atomic bomb : hudge diplomatic consequences if used and used like a mean of pressure upon other civs.' The way I heard last, Terror Stars are implimented as very heavily upgraded Starbases, so at a minimum, it's going t

40 Replies 737 Views

'This sounds like you are asking for more per month than they have, or you are asking for less than a minimum amount (which, if my observations are accurate, is 10BC/month).' Actually, you can ask for any amount, it just doesn't correctly recognize it if there's only one keypress, for some reason. Entering 01bc or 01 influence points does work.

3 Replies 142 Views

There are currently five different victory conditions, any of which could come into play at any time. From the description you gave though, it sounds like you did win. The code for cultural victory doesn't work correctly, and as a result the game thinks you lost by conquest if any race gets a cutural win.

1 Replies 108 Views

'But When I came across that planet it had a space shark symbol on it. But the solar system text would say it was part of the major race.' The monsters and pirates are both implimented as extra races. In the case of the monsters, last time I looked at a save game in a hex editor, the monster's civ file was marked as being the last Major Race whose files were saved. If they somehow got planets, they would report incorrectly as being that race.

28 Replies 752 Views

'But what about a new person just trying the game. Isn't this something that would be very helpful?' ' I do not however particularly enjoy having to reach for the manual when I'm in the middle of the game.' In strategy games, that is sometimes unavoidable. In any case, this is what the Galactic Encylopedae that has been reported as being worked on is for. No ETA has been given, but noting that there isn't much time left before the release date, I'd have to gue

5 Replies 147 Views

'- More on the same theme: you can't save money by setting a planet to build nothing. If you've allocated 35% to social spending, then every planet will spend 35% of its manufacturing points on social, even if there's nothing to build.' Remember that your income from planets is purely in basis of taxes. If your not 'producing' anything (quotes to denote non-useful production used by not having an actual project building), there's not much to tax. ' Many games implement a "weal

3 Replies 175 Views

'This other thing I found is minor, but in the screen where you select what Alignment/intelegence ect. If you start cliking on the pictures you can get them to blank out and the decription changes to another race. Continued clicking toggles between this state.' That's not a bug. That is how you remove races from the game at the start. You can start with as few as one major AI, plus the minors as determined by the size of the galaxy.

24 Replies 693 Views

'"Even with militant civs, it's generally not a good idea. Destroying colonized systems removes high class planets you could be exploiting once it's captured." Which all to me says keep these strategic game destroying anomalies out.' I never said they were 'strategic game destroying anomolies.' I just said it isn't a good idea to use them for their primary function. Think about what a weapon a large enough energy output to overload a star's fusion reaction could do to

40 Replies 737 Views

'1.) What is the formula for the planets base income and production capacities (Military, Social, Research)' Noone has those formulas, and they probably won't be given out until post-release, if at all. Not to mention that they seem to behave more along the lines of a table than a formula. '3.) What does the starship bonus do? (Shipyard, Quality Control...)' Improves a ship's base stats (until it's traded, at which time the ship gets stripped down before it's handed o

1 Replies 81 Views

'The sliders on the economic screen don't seem to be working correctly all the time. At one stage in my game I wanted to change my military spending from 33% to 0% but for some unknown reason when my slider was at 0%, my revenue per turn went down even furthur.' Two possible reasons: One, reducing military spending to 0%, without putting most/all of that on social spending reduces total production, which seems to affect your income. You can't tax nothing. Two: Militar

24 Replies 693 Views

'Java is too slow for games' Not necessarily. It depends on what sort of game you're trying to make. For a 4X game, it almost certainly would be, but it would work almost perfectly for board games like chess, or for Roguelikes, or any of a number of other games.

24 Replies 391 Views

The default setting (in beta 2, may have changed recently) is to autosave every 14 turns, but you used to be able to change that by editing the perf.ini in the data directory. I haven't checked if that still works in the current version.

9 Replies 199 Views

'Another question- What about the situation where I go to purchase a project or ship? I get the four companies to choose from, but all of them have +0 bc for so many months(no intrest or monthly payments). Why is this happening?' I would think that that is a bug. For the purpose of adding another point of reference, in a short game I played in here, Mitrosoft (and whatever the one directly above it is) started offering plans that always had a bc (or more) for at least 65000 tur

9 Replies 250 Views