I think you nailed it. The battles with the most problems are the typical endgame slugfests with many hundreds of ships on each side. I think I'll also loosen fleet cohesion to prevent them from wasting time auto-reforming. Or maybe I'll just scrap the HCs and just build more LCs.
d3n7
Thanks for the suggestions. I checked and I am quite sure the HCs are not being jammed/stunned/armistice or anything like that. They are also clearly not shooting, as opposed to the game not showing their weapon effects, because they will open fire normally when I manually attack (some of them at least). Autoattack is on and everything else was shooting normally. No starbase. I'll take it over to the tech forum if necessary, but this behavior has been bothering me
My heavy cruisers (HC) are not shooting. They just hang there in space, pointing in random directions or spinning around randomly, even though the enemy is in range and right in their face. When manually ordered to attack, half of them simply accelerate past the target instead of shooting and blow themselves up on a minefield or something. I notice this happens maybe an hour into the game when I get more than ten or so HCs. Before that I usually mass
I like to play all 9 AI opponents and I'm searching for a map setting that allows all civs an equal chance to expand and get off the ground. Currently, the distribution is pretty bad. Every game, at least two civs are killed off before they can even build a military unit because they start right next to other civs, and at least one civ starts off in the corner of the map, two entire sectors away from the nearest star system. That's one third of AI opponents doomed even before the game starts.<br
I have the release version of Dark Avatar. When I queue up a power plant in the planet build screen and then cancel it, the option to build it does not reappear and I can never build a power plant on that planet ever again. Saving and reloading or forwarding turns does not seem to help recover the missing build option.
So I should just build one farm and spam Stock Markets right? At 25.5 billion my base morale is something like 15% (85% population penalty). I guess the food distribution center is a waste of time then?
I'm about halfway through my first Dark Avatar game atm, and I tried out the food distribution center as tax income seems to have been greatly reduced compared to DL. I was horrified to discover that the 80% population penalty cap for approval has been raised or removed entirely. For a world of 25.5 billion, I required 8 VR centers and 33% taxes just to keep approval above 50%. I would like to ask those who have either the DA beta or the actual release whether or not the population and
Need to ask something else as well: is there really any point to building the various capitals other than fluff? For example, the Manufacturing Capital gives only a 25% bonus to production, while a quantum power plant gives 100% for half the price. The Economic Capital is just two stock markets with an inflated price tag. It doesn't seem like they are worth the investment, TBH.
Okay, I'll get back with the log if (when) it happens again. I'm going to try increasing my page file again and see if it fixes the problem.
I have been experiencing CTD every 5-10 quicksaves or so. I press CTRL-S to quicksave, the screen flashes to quicksave mode (loading screen with 'quicksaving' in the grey status bar at the bottom of the screen) and then the crash occurs. Needless to say, my quicksave slot is also corrupted in the process. Has this problem been reported before? I don't have an error log atm because I went back into the game after the last crash and I think the game overwrote the one dealing with the crash. <b
I hope that this is the right forum to be posting this in. I have the latest v1.4 patch and I noticed some possible errors or balance issues in the data files. From the GCTypes file: 1. Superior Duranthium becomes available from Duranthium III tech for any civilization, even though the same tech gives Duranthium III itself. Superior Duranthium is Armor 4 and Size 5, which makes it superior not only to Duranthium III, but to all three of the following Tri-Strontium armors (Armor
Okay, thanks for the answer.
I read somewhere on this forum that someone managed to assign multiple defense values to a single component. For example, a shield might block 9 beam, 6 mass and 3 missile damage. Is this actually possible? Can a single defense component be made to absorb more than one damage type effectively?