Not a bug. You can build as many starbases as you want, but after a certain point you have to start paying for them. This payment is based on the number of starbases you currently own and your logistical ability.
No118
If I were you, I'd base my console choice on what sort of games I liked. If you like to play online, the choice is between a 360 and a PC. If you like FPS (running around shooting people) think about 360 or a PC. If you like strategy games (like Gal Civ) then buy a PC. If you like a wide variety of games, get a PC or a PS3 (this would be my personal preference). Because, based on the current gen consoles, those are the platforms that are going to give you the mos
1 will only happen if you loose less than 500 troops in the battle. You will notice that the remainder land on the planet. This is, I believe, intentional. I don't know about 2/3 because I haven't got the beta yet.
I wasn't suggesting learning to program then joining some company somewhere and hoping they listen to you. I was suggesting learning to program then coding it yourself independantly, or more realistically with other interested people. Sure, you can point at certain things that you can't mod in Gal Civ. So say that Stardock make it so that you can mod those things you pointed out. But now, you realise that there are other things you can't mod. You will always want to push the boundarie
If you've updated to the 1.2 beta, this may be a bug. You might want to roll back to 1.11
So you DID have the galactic resolution then? Why did you say that you didn't?
Did you upgrade to the Beta? What version are you currently running?
And I'd recommend that they don't. Because I like it that way.
Correct me if I'm wrong, but mods can't be used in metaverse, right? Does this include eye-candy mods such as the new fleet formations? If so, is there any possibility of having the new formations fitted as standard in the full update?
Don't get me wrong, all of your ideas (that I read) sounded interesting. I just suspect we won't get to see any of them
No, I agree absolutely. You cannot defend planets with starbases. That's what you have spaceships for.
You can't really expect a game to allow you to add things that weren't in the game in the first place, unless you do it by some sneaky trick. It is unavoidable that no game is ever going to let you be able to mod things in every possible way. If you are modding xml files, you really aren't that far away from programming anyway, so why not give it a shot? Also, if the Klingons managed to steal the plans to the Federation's weapons, and found they were superior to their own, why wouldn'
There is no such thing as 'easy' in computer programming.
In that case, the weapons can fire at long range, but they need 'spotter' units to get an accurate hit. Sensors aren't accurate enough at that distance. It really doesn't matter- it is not how the game is designed, you can justify it however you want but it was chosen that Military starbases work this way and it is unlikely to change. I think it's an interesting idea, that makes a nice diffe
No, there has been no galactic meeting with a speed 7 constructor resolution. I think he knew someone was going to say that...
I'm afraid that I skipped the end of that post, but for what I did read, a lot of the time I was thinking 'yeah, that'd be cool'. Unfortunately, while those ideas would be cool, along with many others, a lot of them fall into one or both of these two big obstacles: 1. Difficult to implement 2. Hard to make the AI use them effectively Which is why we probably, and unfortunately, won't see them.
Military Stabases do not attack fleets directly unless they themselves are attacked. They provide logistical backup to nearby fleets thus increasing their effectiveness in combat. They are NOT gun turrets, and were never intended to be. The only ships that come within range of the starbases are the ones that attack them.
I can think of worse bugs than being able to create custom AI civs...
There's a few completely moddable games out there. One of the most popular is called 'C++'. Of course there are going to be limits with any game engine. If you want to make the game of your dreams, you're going to have to bite the bullet and learn a programming language.
Place a full fleet in the same square as the starbase, and they should get attacked first. There is no way to get them to work with the starbase, unfortunately. Starbase weapons/defenses are still worthwhile sometimes, it depends on the stage of the game.
Actually, you don't need any espionage at all in order to see what ships are around the planet (which always seemed a bit odd to me). Perhaps the spin control centre should just disappear completely? Then again, the AI still get some advantage from it, since it will improve their relations with the other AIs.
Cargo hulls are not for combat purposes. If you want ships to be able to defend themselves, use a military hull.
1. I have not seen this. Are you sure you haven't got the 'Medium' tab checked? 2. Not seen this either. Are you having the same problem with majors? 3. Tab Key, or click on the 'Find' button
1) Soil Enhancement/Habitat Improvement/so on. Note that some races just have better homeworlds by default. 2) Yes, but you need all of the same tech you used on the ship (including miniturisation), and you have to be using the same hull types.
But you don't need to finish the weapons tree to win a military victory. Besides, there's nothing wrong with a tech victory being easier than a military victory in certain circumstances. Plus, while you research military techs, you are becoming stronger. While you research the Deeper Knowledge etc. techs you will fall behind the other nations.