10) constructor modules - when using a constructor with multiple modules to build a starbase any extra modules are lost. 10b) possibly use a late game tech for reducing constructor module size
androshalforc
im curious if this is related to a CTD i had the debug.err had this to say Debug Message: Ship Design: Missing ship design for ship class auto-upgrade DrenginCruiser. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships. Debug Message: Ship Design: Missing ship design for ship class auto-upgrade DrenginDestroyer. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships.</spa
the colonizable planets have rings on them that show the general quality atm i think 1 ring is my numbers might be slightly off but it gives a general idea
[quote who="joeball123" reply="25" id="3477396"]I'll just say that if it doesn't take roughly as long to travel 1 tile in the neighborhood of a star or planet as it does to travel 1 tile in deep space, there's no reason to draw the map the way that GCII and GCIII do[/quote] this is pretty much the reason given in the lore i think it essentially goes the closer you are to a star or planet the less effective hyper-warp is
i would also suggest that to even upgrade a ship via quickbuy method it should be within a certain range of the starport
[quote who="Schaefespeare" reply="24" id="3477147"] Personally I would really like the game to be in 3-Dimensions [4 if you count time] so that you have a framework of 6-sided Cubes with Objects [stars/planets/dust/whatever] inside each cube, although you would need empty Cubes to travel between with starships or accomodate your starport/starbase. Would this ramp up the memory useage almost astronomically ? I'm sure this happened in one of the Beta versions of
i too am getting hit with this crash i have 2 sponsors atm and clicking add causes the game to crash i wonder if it has something to do with the number of avialable planets atm i have 30 planets with 2 being sponsors so clicking add will cause it to try and check 28-30 planets for eligibility next game i will have to try and test this more thouroughly
[quote who="Larsenex" reply="1" id="3476888"]You can also click on the starport and go to 'manage' and select 'Nothing' at the top of the build cue. This will again cause to stop building. [/quote] some people have reported this as a glitch where selecting nothing does not stop the starport a work around has been to select the starport click quick build , choose nothing and then build
[quote]Production and income are both based off Population. I do know the higher population, the higher production/income regardless of tile improvements. This is a change from Gal civ II, where you got points from factories, now its a percentage increase based on production. [/quote] sorry i dont think i was clear on what i meant i understand how production works and personally consider the population value to be "raw production" this is then split by the production wheel to spe
tile bonus -cataract- +2 level to production. what is production? (in this context) as far as i understand it i have manufacturing production wealth production and research production essentially population = production ship moves having all the ships move at the same time is nice but kind of annoying too i think it should be stepped all survey ships then all colony ships etc . to prevent multiple popups when trying to colonize a
the biggest issue i have with square maps is distance looking at a 5x5 square grid if i wanted to move from one corner to the other it should cost me 5.65 movement points however the game thinks that the four secondary angles are directly adjacent and therefore 1 tile away from the start and not the actual distance of 1.41 the only way this works is if we assume that gc2 actually used an octagon grid which was represented in squares. the hex grid has the
[quote who="sulley1" reply="11" id="3476486"] Quoting Gaunathor, reply 10 Well, you could use the Randomize All option to create a map until you've found something you like, and then manually edit it further. This reduces the time required to make a map a lot. I wish I would have known this earlier! Thanks![/quote] i really found it quite annoying most of the time on the larger maps it would ignore a significant portion of t
adjacency bonus's are not calculating right or not showing up right. not sure if this picture is working so https://www.dropbox.com/s/p8vr2r8tn0h72zb/adjacency.png build starbase button on constructors should list the cost to build atm its just greyed out and says something to the effect of insuffici
[quote]I really feel I need to rotate under the elliptical. I saw it done in the live stream and was hoping it would be in Alpha 3 but sadly I cannot do it. It’s not a deal breaker but I would feel more ‘free’ and less claustrophobic if I could get under ships and planets. I understand that there are words and numbers on the board – but I don’t care if I cannot read them or if they are inverted on the underside. Being able to rotate below would make it feel like
[quote who="otudas" reply="4" id="3476439"] Did anyone else notice with the transport and invading that the number of attacking forces always states 2.5, regardless of how many troops you put in the transport?[/quote] similarly colony ships always launch with 2.5 regardless of what you set the slider to
The people come from the primary sponsor on your first starport this is your home planet i assume on any other it will be the first planet you add there is a major balance issue here i could send a constructor to the far edge of unexplored space build a starport add a high populace planet as primary sponsor and quick buy colony ships each turn "magically" transporting the colonists all the way across the galaxy
for some reason loading up a specific saved game and selecting end turn causes the game to crash looking at the debug.err i notice this message right after end turn Debug Message: Ship Design: Missing ship design for ship class auto-upgrade DrenginCruiser. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships. Debug Message: Ship Design: Missing ship design for ship class auto-upgrade DrenginDestroyer. Was this caused by pointi
what you could do is drag the 6+ project on the list up and drop it in the 5th or 6th spot that will push the current 5th project down to 6th and so on. its annoying but will work you can use the mouse wheel to scroll down the list but its not sensitive enough atm so it takes a lot of scrolling to move very little
[quote who="ForesterSOF" reply="2" id="3476328"]Super Cuter M5[/quote] do they have big puppy dog eyes? and fleets are in ships join into fleets "automagically" when sent to the same space clicking on the fleet and choosing eject ship should take the selected ship out of the fleet
[quote]On the Manage Planet screen, if I bring up the Govern Planet screen, then hit Done of the Manage Planet screen, could that please exit the screen (instead of having to hit Done on the Govern Planet screen and again on the Manage Planet screen).[/quote] i think i get what your saying here and im mixed on it the issue i see is if i open manage planet then open govern planet make my change and accidently hit done on manage planet then ill be swearing because i have to open the man
[quote who="wolfleader01" reply="4" id="3476313"]ive noticed that the NPC stacks there fleets to get 30-40 ships in one tile! When they attack does anyone know if they attack all at once or a load of separate attacks?[/quote] it depends on if they are fleets or separate ships if fleets that entire fleet will attack at once which you said appears to be capped at logi 18. although that number seems kind of low to me. so that fleet will attack all at once if there are multiple fleets eac
[quote who="XWerewolfX" reply="10" id="3476134"] Quoting Avatar137, reply 8 I'm curious about the pathing graphic we currently have. Right now, when the ship moves, the path is constantly updated to show how far its' first turn will take it. I don't like it the way it currently is. I was hoping it would show during the current turn and while moving, that the path graphic wait until the turn is complete, or even the next turn, to then show how far the first move c
had some thoughts while at work today the starport i think needs an extra screen right now the planetary sponsors is too small and crammed in the corner (it also suffers from the same slow scrolling flaw as the planetary production que) this screen would probably replace the original idea in this thread the second screen would be optimization the main portion of this screen would show the starport and surrounding hexes im thinking radius 10 or so. the hexes shown would
I believe it was turnactions but have not tried it in Alpha 3 however this turns off all notices of idle colony and other things