Echoing AIL.ST and Arturus Magi... Where are your spending and taxation sliders set?
magus
[quote]I think it's spaces (ie movement points), not sectors. [/quote] I just saw the announcement from Brad that started the thread. Haven't had a chance to actually play a game with the update in place. Thanks Vincible and Kort for clearing that up.
[quote]+ Here's the controveral ones: Starbases now must be greater than 3 parsecs (spaces) away from one another for navigational reasons with the exception of starbases on resources (you can build a starbase on a resource at all times). That has a lot of benefits.[/quote] There's one point that Brad and the people crying for even greater distance between Starbases seem to be missing and that's the fact that not everyone plays the game with large galaxy sizes. I've never been
[quote]there doesn't seem to be any artwork for several higher tech ships, namely the dreadnought, avatar, excalibur adn terror star. Basically when I build these the game tells me I have a ship and knows where it is and all, but I can't see it. [/quote] DDoodle: There is a persistent bug that results in the "invisible ship" problem you describe. The only "fix" at present is to save, exit, and reload the game.
One longstanding bug to report that's still hanging around: When intel status changes and the notification popup arrives the identical set of popups will show up the following turn as well. This happens about 50% of the time.
[quote]To delete the games you have to go to the main screen, click in load games and then hit the delete key in your keyboard to delete the games that you want.[/quote] Mayito7777 This is by design - just not documented. When the "Retire" button went in the "Delete" button came out. A brief chat with Cari revealed that the Stardock art crew are working on other projects so the developers couldn't modify the screen graphics to make space for an additional button.
All of the tips above are good ones but I would add that starting trade with the other races can be invaluable. The extra money helps _and_ it can make the other race that much less ready to attack you.
[quote]Hmmmm... do the A.I. races have a permanent skull on their planets? I know that they get them, but do they ever go away? If so, then human planets should follow the same rule as the others.[/quote] The everlasting skull and crossbones effect also happens to the AI. The reason is that the developers haven't hashed out the criteria for how and when the graphic should go away. As TheoLeo points out this is something that may be resolved in the expansion pack.
[quote]1.05.71 (or such), go to diplomacy dialog, stats on a race and click the Total Routes button. Game crashes... bounces you out to Desktop. Does it every time on my system.[/quote] This is a known bug that has been reported, and explained, multiple times in this thread. The "fix", until the release of the expansion pack, is don't press that button. [Message Edited]
Actually...with 1.05 there is, in fact, such a message.
Re: Freighters "No" to all.
The answer to all the questions is "yes" except for the following. You can't move a terror star onto a resource and then mine it. If a starbase built on a resource is converted into a Terror Star you now have a mobile resource. The blackhole strategy is theoretically workable up to a point. I don't think you can reduce an enemy ship's movement below 1.
Sephlock, Be happy they toned down the event. In it's original incarnation it could happen very early in the game and they appeared with a mass of Ranger class ships while the rest of the galaxy was lucky if they had Battlecruisers. When it was first introduced it was a potentially game-ending random event but I think it's been moved too far in the opposite direction.
Depending on where in the game you are there is another component as well. Both sides must have the 'Alliance' technology. Once you have Alliance tech your relationship with the race in question has to be at 'Close' before the option to form an alliance will appear on the diplomacy screen.
Thanks again. That was it alright. In the games I was trying the mod in I only reached the mid 80's in alignment before the game ended.
Thanks HawaiiFive-O. I was planning to look at the files tonight and you saved me some time and effort. Any thoughts on why the Good, and probably Evil, only techs won't show up on the tech screen if you are of the proper alignment?
[quote]Expected Results:The trade good you previously traded for should be available from your trading goods list.[/quote] sjlb: Unique trade goods are functioning correctly it's your assumption that's flawed. :) The race that develops the trade good is the only race that is able to license it to another race. If you trade another race for say...Diplomatic Translators your race gets the bonus to your diplomatic ability that the developing race also gets but you do n
I tried the Nanotechnology mod over this past weekend and while parts of it worked parts did not. 1. The starbase modules were unbuildable. After researching the tech the slot showed up in the starbases but when I moved a constructor over the starbase and selected the Nanolathing module the constructor never vanished and the module was never added to the starbase. 2. The good only additional techs never appeared, I haven't had a chance to check whether the evil only techs ap
[quote]Another way would be to assign zero or one colonization events to each and every planet at galaxy [/quote] This looks like the way it will go. The game shouldn't be crashing when multiple colonies are destroyed but repeatedly establishing and then destroying colonies until you get a good PQ random event is a really cheesy tactic.
[quote]don't show a picture, not at building the ships, not after building the ships and not in the game display[/quote] Freya, This is a known bug and can happen with any ship type. To 'fix' the invisible ship problem you have to do a save, restart the game and reload.
A few new ones and some old ones. All from 1.05.071. 1. The 'wordy' trade summary window. The one that states "Our overall trade surplus is N bc..." Has a minus sign in front of the trade surplus number. 2. As others have pointed out we still have races coming back from the dead to declare war on you if you are at war with their former allies. I've seen the Drengin, Yor, and Torians come back from the dead this way. 3. If you attempt an invasion of a planet and
Not at present. According to the Devs there are hooks in the game for some of the things but some, like wormholes or stargates would require quite a bit of work to allow the AI to use them effectively.
[quote]Basic score => set by difficulty levels of AI, size of galaxy and starting conditions.[/quote] I find myself largely in agreement with Staffa and was about to add, essentially, what Solitair posted so I'll just add my voice to his in this matter.
[quote]All of one of my enimy's planets rebeled and joined my empire, but that race wasn't taken off of the deplomicy screen and they never lost. Much more distressing; when I clicked on the status button on that race the game crashed. [/quote] Pozest: This is one of the areas where the game doesn't finish processing things until the next turn. I agree it could be handled better. Had you pressed the turn button after all the planets defected and before you clicked on the
These are all from 1.04a.062 1. End of turn summary popup for Wealthiest race had the Drengin listed as wealthiest when, in fact, they were the poorest by a wide margin. 2. Arceans had been wiped out by the Terrans and yet two turns after they vanished the Drengin declared war on the Terrans and up comes a popup from the Arceans to the effect of "You are at war with our ally, the Drengins...we must declare war". 3. Military victory end-game movie, fourth line of text,