i tried building a economy starbase and a military star base right off the bat but saw no noticable increase in ship production or income rate. That's because they have no effect on those areas. Economy starbases, after the first upgrade, will increase your overall production, it won't have any effect on your income. There are modules you can add that will increase your trade revenue but they do anything to your basic finances, only production. And milit
Belanos
As Frogboy said in the first line of his post, the suggestions will start coming in in the following betas. Which is when?
That's not a 1.6 issue, I've seen that happen ever since Dread Lords. If you quit the game and restart it will be gone.
It depends on whether you're refering to Dark Avatar or Dread Lords. If it's DA, then definitely. A PQ 1 planet can become at least a PQ 12 once you have a the right terraforming techs. In DL they're rather limited. And keep in mind that if you don't take those planets, some AI race will.
In fact it's impossible to overwrite a core ship, the game won't allow you to. You're required to give it a different name.
I'm also anxious to see what ideas they've incorporated into the patch from those two really long threads that they themselves started. There was a ton of ideas bouncing around and I'm really curious to see what they come up with out of that. There were a couple of things that came up a number of times in those threads, one of the biggest being a rework of starbase management, and I'd like to see just how much they've responded to the community.
I'm just waiting to see if there have been any changes to the tech trading. I'm not sure if I even want to play the game with things the way they are now. Besides, I've been busy with Oblivion lately. I haven't had any time to play any thing else. If I saw enough in the game tweaks to get me interested, I might be convinced to put it away for awhile.
It was mentioned that game tweaks etc. would be released later, after the initial bug fixes that's already available. Is there any ETA on when these will be posted? I'm holding off on trying things out until I have those as well.
Belanos, you are just repeating arguments that have been made before in this thread. And which have been rendered irrelevant by the tests made so far. No offense. I don't generally read through the whole thread before I make a comment, I take a more spontaneous approach. If something comes along while I'm reading that interests me I'll mention something. I realized after reading all the posts that my statements were redundant and for that I apologiz
There is currently a bug if you take Super Isolationist with a custom race, it will also limit your ships to 3, so only use it as the Yor. Hmm, I didn't know that. I was playing a custom race with the Super Isolationist trait and never even noticed. Has that been fixed in the 1.6 patch?
Ahh, I see. I feel rather stupid now for responding to a post that was made over a year ago.
Which is in your My Documents/My Games folder. If they're not there, just create them though they should be.
Well this is strange, an active thread that one, except me, has posted in for almost a year. How did this get back on top?
But broad generalities about things that most of us know are unfounded just makes you look silly to say the least. I haven't played Civ4 because it is the same as Civ3 which was the same as Civ2 which in my mind was the best of the series. Now you're the one spouting broad generalities. How can you say a game is just like the one before it if you've never even played it? Trust me, Civ 4 is much different than any of it's previou
When I colonize a new plant should I build a factory first? I always build a Market myself, then a Factory. I like to have my planets paying for themselves as quickly as possible in order to finance further expansion. Say this planet is only going to have banking and economical related buildings would you even build a star port? I build a starport on every planet I control myself. In fact I rush build it
Care to explain more how you can read the map without exploring? In the test they always make beeline for habitable planets and only for habitable planets. If you'll notice, the AIs tend to make Stellar Cartography one of their first techs. This allows them to see planets on the mini-map as well as stars. If there's a system with 5 planets around the star, there's a reasonably good chance that at least one of them will be habitable so they'll make
It also seemed to me in some of my games (not in the test) that AI used colonyships just for scouting. Yeah so? I do too, at least at the start of the game. I used to send my scouts out first until more experienced players pointed out that it makes more sense to send out colony ships directly. They're faster with the same if not greater sensor range, and if they discover a habitable planet they can colonize it right away without having to wait for anothe
It also knows immediately when such planet gets colonized. Well that's certainly not true. There's been many times when I've colonized a planet only to see an AI ship come by a few turns later hoping to grab it for itself. Then it will hang around for a few turns more and finally go somewhere else.
Will this new MOD also stack fleets? I've had games where fleets and fleets have attacked me and it's slowed down my framerate(no matter whether I have TNL and BM off or not). Geez guy, do some reading. It's the first item in the changes list!
What beta? All I see is a 159.078 on Stardock. Is there another place to get it instead, seeing as how IT is being a bunch of wet blankets? So what's wrong with a pre-holiday beta release anyway?
Is there a readme posted with the changes that have been made?
That link you provided to Frogboy's post isn't valid.
i have seen the ai use the same colony ship to colonize an entire system i think it was three planets That's not possible. Once a colony is established, the colony ship is destroyed.
and how will these drone move without any engine at all. Orbital defence platforms, they don't have to move anywhere.
I think the orbital fleet manager should be an upgrade for the starport, rather than a stand alone building. This actually makes alot of sense really. It would seem logical that coordination of orbital fleets would occur at the same location that they take off from in the first place. Much like an airport's flight control facilities. A starport would already be equipped with a certain amount of communication, tracking gear in order to coordina