Turn should be Week on the planet screen. If it's more than one week and plurals are used, then Turns should be Weeks.
Old-Spider
What are your orders? should be What is your answer?
I have a hung game that is repeatable. It's a new game started with alpha 0.55.194342a. I have a save just before the hang that is available here . After loading the game, go to the next turn, then respond to the report about the contrace traders. The game will hang during the Manti Cluster turn. NOTE</str
[quote who="Publius of NV" reply="6" id="3819275"] Unfortunately since the last update I'm having great difficulty setting the rally point. For some reason when I click on "Set new rally point" a window containing the description of my civilization pops out from the left and my click to set the rally point on the map is ignored. [/quote] The problem you're having has existed since the first alpha. I reported it in probably the first bug list and included some videos showing
Comments on bug fixes in Alpha 0.55.194342a released Wednesday afternoon The changes in the xml files indicated there were a lot of fixes for problems with the minor races. I have met and interacted with two of them. This is what I learned. I met the Kaxx Collective and agreed to do research for them. A tech to research Kaxx Cryptography appeared in the techs I could research. After
Some more information about combat that doesn't cause damage Combat that doesn't produce damage has been observed by many players. There has been some recent thought and evidence that it might be caused by a ship being captured/scavenged in an earlier battle. I have seen some evidence for this. I have now seen some evidence that this is not the cause. I sent a fleet to destroy the three pirate
No not probably should be No. Do not
had should be has. percaution should be precaution.
This is happening on my home planet, so it's a core world and not a colony. Perhaps colony should be changed to planet.
I think I've reported this before, but I'm not 100% sure, so here it is again. Constructors can't enhance a starbase, so the underlined words should be deleted. ===================================================== Weapon accuracy is wrong.<img src="https://cdn.stardock.us/forums/24/51/2451921/b7eb62b1-6324-4847-9288-f317eebccc2c.png" alt=
That has to be a tool tip bug. I checked the xml file to see what is needed. The file shows you need 100 credits (not antimatter), 1 promethion and 1 lab equipment. This is for the 0.50 release and the 0.55 opt-in. I didn't find any information about lab equipment, so I guess it isn't in the game yet. EDIT I did some checking. The celebrity and entrepreneur have the same problem. The tool tip shows the antimatter icon, but the xml indicates
[quote who="DerekPaxton" reply="6" id="3818499"] The fix for anomalies to provide weapon buffs wont be fixed for save games. You will need to start a new game in 0.5 or 0.55 to have the fix. [/quote] What I've reported has nothing to do with saved games being used in newer versions. The one I reported in 0.50 was a new game with the latest build when I started the game. That build was supposed to include the fix, but it wasn't fixed. I was able to get a sav
I played 185 turns before a prestige victory. I never saw any evidence that the pirates, precursor sentinels or space monsters were producing any ships at their shipyards. How often are they supposed to do that? The space monsters were always making new ships from destroyed ships, but that's not the same as building one at a shipyard.
The bug that doesn't add a weapon to a survey ship when certain anomalies are surveyed still exists. It was reported as fixed in 0.50, but it wasn't. I made a post here about it. It includes a save that reproduces the bug. ======================================= The quests from minor races are partially broken. I finished quests from several minor races. In most of the cases, I chose to get a
Physicist's should be Physicists.
In version 0.40, the AI rapidly settled planets and built starbases at all the resources. This changed in 0.45. The numbers of planets settled and starbases built by the AI decreased a lot. One change made in 0.45 was to eliminate access to citizens on colonies. It made it harder for me to get as many citizens as I needed to settle all the planets and build all the starbases I wanted, so I think that is the reason the AI started doing less. I think they do even l
I'm seeing evidence that some effort has been made to eliminate the use of words like global and others with meanings that mainly apply in games that are confined to one planet. I found a tech that still uses global. ========================================== I got a quest called "It's Alive?". It was about a problem at my colony o
I got a leader with conflicting attributes. The first one means Brig Barrow will flee back to me when the planet he is governing is conquered. The second means Brig Barrow will join the conqueror when the planet he is governing is conquered. They both can't be right. These should not be assigned to a leader at the same time.
The internal name of the event is Event_MysteriousOutpost. It's located in PlayerEventDefs.xml in the Gameplay/Events directory. The problem is in the first choice. It doesn't give a class 2 world. The world it gives can range from 1 to much higher. One time I received a class 12 world. It usually gives a class 2 or class 3 world.
When I attacked a defended ship graveyard, I won and managed to capture/scavenge all 3 of the pirate ships guarding it. All of them had incomplete names. They all looked like this, except for different numbers. I checked and found that ShipClassText.xml doesn't have an entry for PirateAttacker, so no name was available to be shown.</
This is strange. I don't think it's all that strange that the leader has the Strange trait, but the overall Social for the leader is -1. Should a leader have a negative overall value for any of these characteristics? Will a negative value cause problems in other areas that use these values to determine how things go in those areas?
The pictures shown are lower resolution that the ones in the zip file. They can be used as general reference, but the ones in the zip file in the link are much better. These should be 100% accurate until the devs decide to do something that changes the tech tree. Since these are for an alpha at version 0.50, I won't be surprised for changes to be made between now and when the game is released.
When the combat damage stops working, it stops for you and the AI. You should be taking damage when attacking the shipyards. If not, you can be sure the bug causing this is active. It usually goes away on its own after enough turns, but it's not obvious why it goes away or how many turns it will take. Saving and loading the save always fixes it, but it will come back sooner or later.
I realized the tech trees in my first reply are incomplete, so I made new ones. You can read about them and get the updated tech trees here .
Two months ago I posted a link to screenshots of the tech tree soon after 0.40 was released. I realized today that they aren't accurate. The universal translator event unlocks the universal translator tech and a lot techs that depend on it. Also, there are three events that unlock upgrades to the weapons. All of them are missing from the tech trees I posted for 0.40. I have made new tech tree pictures that show ALL the techs in the tech tree