[quote who="sonoyuu" reply="5" id="3532056"] I have no plan to submit a ticket as the problem is not on our computers, it is in the code, I don't need personal help, I need to see this problem that affects many players fixed via a patch. [/quote] i wish i could remove karma for this [quote who="Apostat" reply="8" id="3532162"] That is kind of the same as expecting a mechanic to fix your car, without giving him the car. [/quote] th
androshalforc
its a shame im off today and have no plans and i work for the next six days in a row i would have loved for this to have come out last evening. i swear stardock has a spy keeping track of my schedule
[quote who="Turkwise" reply="12" id="3532146"] Yes, research overflow does work, and has worked. (which is really what mortili said, that it does work) But you'll never get more than 1 tech per turn (except in those cases you mentioned), so it may be hard to notice. At most it will make your next tech take 1 less turn, but only if you're lucky enough to have the numbers align in your favor. [/quote] since you cannot que up a second tech in the resea
[quote who="maniakos" reply="26" id="3530953"] Just so we understand one another... optimal sb placement with upgrades max overlap = 10 on the center: http://imgur.com/a/pRP78 Have fun!!! [/quote] i cant open the link you have up atm but optimal SB placement has 12 overlapping SB on the centre tile ofcourse this is for a planet i havent looked to see how it would work to do a line if thats wh
Im lookig at this on my phone and the colonizing picture with the planet in the background looks like a super-massive volcano ripping apart the crust of the planet
im pretty sure they have mentioned that they were planning on using steam workshop
[quote who="kryo" reply="12" id="3531572"] Increasing the size only makes it take (a lot) longer to hit, it doesn't fix the fact that you've got game-breaking amounts of money, or that it'll wrap when it passes 2^63 (instead of 2^31). [/quote] i think you are understating how much "a lot longer" is in this case 2,147,483,648 =2^31 9,223,372,036,854,775,808 =2^63
[quote who="leiavoia" reply="3" id="3531604"] @Developers: Just because the map is hex does not mean that sector lines must also be. Adding a visual grid of large squares over the map would be trivial to implement. They need not have any game function. They could just be a visual reference. [/quote] actually i think they should be hexed based if you have square lines you get into the question of is this hex in that sector or this one? im not usually too ocd about
[quote]19) % bonuses from planet traits, colonization events and race traits. ** The % bonuses provided by the planet traits and the colonization events are too small compared to the % bonuses provided by improvements built on the planet. They are a bit interesting at start game, but they become gradually less and less significant as soon as more improvements are built on the planet. The bonuses provided by a planet traits should be more impor
so a few questions on the diplomacy viewer 1) will allied races cluster together? ( i mean races allied together but not allied to you) 2) will races who are either friendly or getting pissed at you move further or closer on the diplomacy screen? 3) can we recentre the diplomacy screen on another race ? To see how they view alliances. 4) for diplomacy will different races have different positive and negative values? for example a xenophobic race tha
it looks good UI is one thing i think can always use work out of curiosity what did you have in mind with that green tile in bottom left and the meter just above it?
i agree
[quote who="BuckGodot" reply="9" id="3530194"] The problem with races that solely get techs by stealing them, is that they are completely dependent on others to advance. If the races they know of research things that are of no use to a player, or of no use to what the player wants to do at the time, they're kinda stuck. And I'm not at all sure how viable they would be in a practical playthrough. Obviously, it completely negates the possibility of a scientific victory
[quote who="Zarkov" reply="18" id="3529954"] The Snathi exposed to the naked eye. That is a lot for one stream! [e digicons]:)[/e] [/quote] theyve changed they used to look more like teddy bears i liked them more as teddy bears
[quote who="Rhonin_the_wizard" reply="2" id="3529749"] 4. Will civilization specific techs be tradable in the next beta version? [/quote] Isint the point of civ specific techs that they are not tradable?
[quote who="Franco fx" reply="3" id="3529699"] Regarding the ages thing on research, one of the results of this is the demise of the, (what was it?) 10 move, 20, move victory that was a fad with GCII. If this was even a consideration, I am sure it is not the only reason. I am sure SD is not that bothered by by the foibles of GC players. [e digicons]:)[/e] [/quote] i believe they also said in a dev stream that the ages allow them to change goals for th
it is permenant but i think it only applies the 'fleet' bonus to ships fleeted with your surveyor at the time you find the anomaly. i often choose one surveyor and only collect ship graveyards with it so that it can get all the sensor range bonus's then upgrade it to a ship that is all sensors and nothing else to eliminate the FOW
i like some i dont like others lets break some down 1) up resolutions etc i agree 2) ideology tree more options is better i like these ideas 3) technology tree ok here i disagree there needs to be something to hold the player back in many cases ( some of the civ games) this appears as a web of interconnected techs this is used to represent certain prerequisite techs the tech age system acts the same way but allows you to use any techs of the curr
And i thought the program to make bnk2 files was only available for game developers and couldent be purchased by the average user
I thought the game only supprorted bnk2 files?
Well there are a couple of bugs here 1) entertainment capital should be one per civ (i believe) currently as long as you start building one before your first is cometed you can have build one per planet 2) yor population overflow currently the yor population system ignores the population cap so you can build as many yor as you like this should be fixed soon as well
[quote] Sudden permanent negative power rating Sudden and periodic negative credits and production shutdown White ghost ship yards and starbases if the AI disappears as it should when all planets are lost. AI fails to leave the game when all planets are lost and continues to act as if it is still an active player. [/quote] these four are known bugs that will be fixed soon (i hope) the first two are because of s
[quote who="maniakos" reply="7" id="3529225"] Judging by the last stream, which is already 2 weeks old, b5 has already plenty of new stuff. Why not call feature freeze for b5 and push to us a build by next week? It won't be the end of the world.... [/quote] because the beta they were playing was horribly unstable i think it crashed about 5 times while they were trying to play the have probobly been working o
[quote who="erischild" reply="12" id="3528916"] I already see a diplomatic factor that says it is a minus for having ships/starbases in their space without Open Borders. Is that what some people are asking for? [/quote] there is that which is a step in the right direction but how does the ai treat those diplomacy hits? How do i tell the ai GTFO? And this might be leading to a new topic but , Can i modify those diplomacy bonus's based on what i want? </
Personally what i see is closed boarders is me declaring i dont want you in my space. the biggest thing here is that it lets the ai know how i feel so it wont ask for open borders we can be friends just dont come over to visit. now i would also like to see some options for ships that break closed borders if i can 'catch' a ship violating my borders i should eithar be able to arrest the crew and confiscate the ship ( malevelent ) Give them a ticket and esc