I suspect that it's probably something like the size of the choices screen being hardcoded as a fixed size. although the "cultural standing" window is more perplexing.
Schaefespeare
I suspect that Credits will be more useful when the Diplomacy mechanics are implemented, so that you can buy influence and/or research from the other races including minor ones. And don't forget that you may also have to pay "Danegeld" to the Drengin or Yar when you're not ready to go to war yet. Remember it's o
Presumably this is still the Nvidia driver issue.
I would never leave planetary improvement selection to the AI, it still puts stuff inappropriately on the AI controlled planets, which you find out when you conquer them. I do not expect this to improve even when Frogboy tackles the AI come October. It seems to me that the Adjacency Bonuses are just too randomly placed for anyone let alone the AI to take full advantage; for example, you frequently see two [o
Thanks Rhonin, so it's just a case of not being implemented in Beta1 version0.40 .
I find these commands not quite working as I like, as well as you do. however my experience is that "Sentry" means you cycle to that ship every turn needing to reset the "Sentry" command; whereas the "Guard" command never ever wakes the ship even when there is a 'hostile' a few hexes away [3 or 4 tiles]. <span style
bump
I wonder whether this is connected to the Super Projects and Galactic Wonders not having a category listing of their own, so that they are mixed up with and treated as the run-of-the-mill stuff ? Another baby chucked out with the bathwater perhaps ?
Hi raelalt, if you choose the planetary screen of where you don't want starport production, you then select the option from the top of the screen that gets you the new Economic "slider"/triangle mechanism, below that there is a proper slider to choose how much production you want to apply between starship production and planetary productio
There is one tech which reduces population pressure but they have it disabled in version 0.40, called something like "Supportive Population", although I think they only set it to give a 10% reduction if I remember when it was active in Beta1's first download. What I can't understand is why building monetary improvements gives negative m
Although the "Projects" are marked "N/A", apart from the Build Starport command, they do have an effect on your approval rating I believe, never-the-less I do agree with your comments, especially having to always be building a ship. Any Starport not linked to a planet will not have any production, although if you've built it with a C
Hi Lars, It's this Key ' , the apostrophe key below the @ symbol, which opens the Console and to close it it's easiest to use the "Esc" key although you can otherwise left-click on the top right-hand corner of the Console box border. Took me a while to figure out trawling through the old Podcasts and then getting some help via
has anyone else noticed that : making ships obsolete in the ship designer has absolutely no effect on what you can build in the starports. and maybe it's me but : when you hav
Thanks for the explanation, makes perfect sense now. I too tend to think that other people know what I know, because if I know it, it can't be that difficult for others not to know it. Sadly I still forget this more often that I should. So what is needed to fix this is some Boolean evaluation of the results of the calculation somewhere within the exe or a dll file. [Oh dear, did I just prove my pre
I thought I liked Micro-management but I'm not doing anywhere near what Alfandtot must be doing, especially with the auto-upgrade feature for planetary improvements. I can Philosophically see the reason to have Approval based on Economic success. It's why politicians are re-elected when there is an economic boom but of itself it d
Sorry but that doesn't help me understand why it's going to take almost 5-Trillion turns to build, especially when the more mundane are probably averaging somewhere in the teens' and XMC is a few down the build Queue.
Stupid question #1 : you're sure you had completed the production of these Hyperion improvements with 1-turn before you built your new ships ? I know you're not stupid, but I know it takes at least 1-turn for starbase improvements to be built and take effect, just wondering if it's the same for planetary improvements. </
I was wondering why my Entertainment Centres weren't upgrading.
Bump.
Hi Gaunathor and all, I recall that in GC2 the 'Hyperion' improvements were both 'Super Projects' and applied Empire wide. They were balanced by being fairly costly to build, but without any other limitations. Glad to hear there are &#
Glad I could help.
In that case : Bump.
I still agree with Gaunathor. Hovering over something to get a set of meaningless numbers without a clue as to how they effect everything just doesn't cut the mustard. This stuff should be transparent and tabularized just like it was in GC2, seems like a case of throwing away the baby with the bathwater. <s
you two weren't the only one, every time I tried it just rotated a part. Thanks Charon.
It's not really a button, just a confirm box, and I don't think there's an option to say "No". As mentioned elsewhere, you have no clue what is happening or where, unless you're lucky to be looking at where the action is, which is usually only when you start the combat. I've lost a starport without knowing for ma