The Invincible class battlemoons do resemble the Death Star, and there are a couple of images in the other two higest classes that vagule resemble Imperial II and Super class Star Destroyers. They are, as noted earlier, sufficently different to evade legal conserns, but the similarity is there.
Arturus Magi
'In both of those occurances, shouldn't the Alexians have been promoted to a major power? I mean, if they beat one of the big boys, shouldn't they count as one, and have voting rights and such? I'm not sure if it's feasible to add it at this point, but it seems like it should be.' The possibility of something like this was brought up before, and the decision was to not add it, although I don't remember why at this point. 'Whenever I play a game vs a bunch of Idiots and
'more colonization events.......even have those events come back mid-game and affect the civ later. Such as leaving ruins undestroyed winds up giving you a tech bonus later.....or byproduct from planet worms is turned into a product that improves morale.....' I suspect something of the sort is already planned, because the results of those events are stored in a file seperate from the rest of the planet and colony data.
This seems to be related to something changing the order they would be sorted in during a turn other than changing the sort criterion. It opens on the position in the list, not the colony last at that position. It may also extend across turns if the planet list is open during the end of turn processing. I haven't checked that possibility.
I have had the last Torian colony defect to me before, but only that once.
'Is it necessary for the game to forbid ships from different civs to stack ? After all, a parsec cube is large enough for to colony ships to fit... ' Last time I saw it happen, it caused all kinds of odd quirks, among them involuntarily declaring war on whomever else was in the 'square' parsec if you were already at war with any of the others, and attack ships occasionally moving onto the square instead of attacking enemy ships there.
Actually, only one or two moons in our solar system are capable of life support without extreme lengths of terraforming, and all of those are in orbit of gas giants (the only way such a planet could be colonized, incidentally) so my interpretation would be that that's how a class 2-6 planet is colonized in the first place.
That's what the Galactic Encyclopediae is going to be for. Think along the lines of Alpha Centauri.
It works with little problems on my P-200 MMX (8MB Premedia2-based video card, 48 MB system RAM at first, 90MB now), and many of those that do appear are created by the fact that I'm running it off of a USB 1.1 harddisc drive.
My keyboard doesn't like some keys and tries to double and treble actions on occasion. My mouse starts treble clicking if I stare at it funny too, sometimes. In any case, wrapping works with research, to a point (I have one planet that's closing on 350 research, but I'm also running 80% research 20% social right now, using trade goods to build a treasury. I'll probably have to push some of that over to military shortly), but I'll agree it shouldn't be able to get much farther than tha
The autopilot still needs an end destination. Forcing it into manual autopilot without a destination invariably attempts to move the ship to the upper left corner of the galaxy (this can be verified by trying to autopilot a ship to it's current location, which fails, but doesn't correctly clear the autopilot, causing the same problem).
I don't see why the code forces the people onto the ships if they haven't been launched yet. For colony/transport ships that are still in dock, that shouldn't be an issue at all. Colony ships and transports ships en route, I can understand, for just that reason...they already have people on them. In my opinion, it should still be possible, at least for neutral/evil civs if not the good ones, to trade away their citizens (the evils already can incinerate them for cash, at least
Some ships stop exactly two spaces away from their destination here. Mostly survey and colony ships. Selecting the ship and resetting it's path gets it moving again in every case.
'#1 You cannot buy special ships (transports, colony ships, etc.) #2 You cannot see their list of ships until you have put some investment into espionage. Until then, it tells you that you need to do so. ' On #1, I would have to disagree, although they should be based on the population in the ships in cases where that's relevant, rather than the ship itself, and starbases should definately be biased by what modules are built and whether it's on a resource. On #2, a shi
'I think Constructors are far too fast (7) they are big lumbering shings in my imagination and building great starbases should be a long slow strategic challenge' A constructor's starting speed is only 4, the same as a colony ship. Only two ships, that I can think of, are slower.
Certainly, but icons for 100 are still needed. After a certian point, 120+ production on at least one or two planets is almost a nessesity, and shortly after that point, the icons don't fit in the area provided.
Certainly, but icons for 100 are still needed. After a certian point, 120+ production on at least one or two planets is almost a nessesity, and shortly after that point, the icons don't fit in the area provided.
Certainly, but icons for 100 are still needed. After a certian point, 120+ production on at least one or two planets is almost a nessesity, and shortly after that point, the icons don't fit in the area provided.
'However, let me echo something from the post above. I dislike choosing the exact number of opposing civilizations or setting their abilities at the beginning of the game' The civs can be set to 'Random' morality and intelligence. All that's really needed is a button to randomize the number of AI.
There are, in a normal game, 11 civilizations at the start. Six majors (Terran, Arcean, Altarian, Yor, Drengin, and Torian) and four minors (Alexian, Carnoid, Scottlingas and Kiwalisian). The majors other than Terra and one other of your choice can be removed, but the minors are always present. If any of those civilizations are destabilized, either through a major race's destabilization efforts, or through poor morale from one source or another, systems can revolt and form new civiliz
If you're continuing a game from Beta3, they've been moved to one of the new techs, which may cause it to vanish until you find the new techs (should be at the bottom of the list) and research them.
'How dd you get a planet with 5200 research?!'' I've had planets with research in the 1000 range without that extreme of a consolidaton effort, so he's probably fairly accurate on that. Icons for 100 are needed, at a minimum. 'Also Artificial Slaves when selected shows Micro Repair Bots in the description and the time left to build.' Some of the new improvements and wonders have the repeated headers that was caussing problems with the Economic and Political c
' It needs to go for transports above all else if the planet can be captured, otherwise go for the military ships.' It'ss funny you ssay that. I find that the AI only targets colony ships and transports. I have yet to see any AI attack anything more capable than a defender except for one battleship that was attacked by a third-hand avatar.
Nonexistant techs usually cause no requirement rather than an unsatisfyable one. Are you sure it's actually not there?
It happens any time during startup. The first time the space bar is safe to use is the first time the research screen appears after starting or loading a game.