Can we even mod this type of thing in? I don't think I've even seen a file that has the bonus tiles listed in it unfortunately...
Glitch
Fourth from me. It's just too annoying to have the last few planets surrendered to a friendly race - especially if they're planets you want!
It's the new release. Even playing at normal you have to work to get close now. Good thing frankly, helps keep the Good races from banding together quite so quickly.
Umm... Master U, your video driver is dated 5/25/2005? Is this the newest one? And the sound is even older, tho there may not be any newer ones.
Sweet, and we can still play with 11 races at once too! Excellent work by the people at SD!
It's not a mod, the only files I've changed are ability bonuses, invasion tactics and political parties. Plus Kryo's mod, which probably doesn't cause this. I can't see how changing those files would change the max number of races in a game.
It crashed? I've played several games on huge maps without crashes (except for at random events like the Ranger - which have always crashed for me). I've never really noticed a problem tho. Glad to see I'm not crazy Has anyone else had success (ie, not crashing) with this? I hope they fix the String not found bug but don't keep people from doing this. I kinda like being able to have all of t
I'm not sure if this is a bug, but I've managed to get all 10 major races and the custom race in one game. When setting up the game you have to be the custom race, and then when selecting the number of other races set it to 'Randomize'. One of the races should be darkened - click on it and then select Enable. Set the difficulty to whatever you want and then start the game with all 10 races at once (plus your own). I'm pretty sure this is a bug (or at least, unintended) because in the
I believe it's possible to mod this in, however the AI won't follow your idea. I'm not even sure if it would use the new hull types.
Drivers could use an update too, although I'm pretty sure it won't affect the fonts.
He means that he might want the colonization to work the way it does now, without researching the new colonization techs. Unfortunately I don't know, but a dev might drop by and see your question. I kinda hope they include an on/off switch - I can see the new way being annoying if done wrong.
I would point out that this game has known problems with localization settings. This could be the cause of the strange characters in place of the accented ones, although the bad translation would be Paradox's problem.
Ferlinks (Ferlings?) are a race a la Ancients. They haven't been described in the SG cannon AFAIK. I always pictured them as more cat-like. That being said, it was a funny episode!
This seems like a bug/exploit to me. That being said, I don't see how they could fix it fairly! Neat trick tho
Your sound drivers need an update, although this shouldn't cause that kind of problem
But what if they don't have money? Or you don't want money? I agree with the OP tho, we need to make this more simple.
How is this a gamestopper? I don't even read those ranking since we don't really know how they're calculated...
Try creating your own mod and changing the tech descriptions. The file can be found in %gameroot%\data\%language%\TechTree.xml
Yeah, that would be great. I second the notion, but somehow I don't think it's going to happen. It would be just one more layer of possible problems that SD would have to deal with.
Submit the game to [email protected], with your debug.err
The Re-supply center is a super project, so everyone can get one at the same time. I'd e-mail the save to the bugs e-mail, along with your debug.err. Best bet if this happens often is to set the autosave interval down to 0 turns, which then will always allow you to reload on the last turn you played.
And maybe you could pay them to attack specific people. Mercenaries anyone?
I think this is an excellent idea, however it would ahve to be written into the engine by SD. Hopefully they get included in the expansion, but don't hold your breath. It certainly would give us a reason for including sensors in our ships designs
I was under the impression that that was what was going to happen... If not, hopefully we're early enough in the design cycle for SD to make the change because otherwise you're right, the AI would be colonizing planets that, while not really useful, are in the middle of your territory. It's bad enough having the AI building starbases all over the place, having their planets in your territory would be maddening!
I have this too. I've found that if you zoom in two steps, then out one step the borders (sometimes) come back.