I'm not looking for an invincible starbase but given the scale of the things it does seem a bit much to have one ship come by, take one shot, and goodbye starbase. In my original post I was thinking along the lines of some of what Ted proposed: some combination of things that would allow a starbase to withstand at least two and preferably three attacks from Overlords. To that end I second the call for the return of the docking module with the ability for the docked or orbiting
magus
Are there any more defensive modules planned for starbases. Even with all defensive modules in place and the tri-strontium steel trade good an Overlord can destroy a starbase in one attack.
Cari, I'll try it this evening.
It's a bug. Even so Brad noted, in another thread that the UP issue that protects starbases will be going away.
Issue number 2 hit me last night. Before the I restored from the save I was cruising along on 100% spending (due to a bull market and multiple maxed economy resources) with a surplus of around 150 bc per turn. After the restore I had to drop my spending slider down to 26% just to break even.
I hit another autopilot bug later in the same game. I had several large groups, not fleets, of ships headed for the same destination, an empty point in space, starting from several different origin points. What happened is that the groups of 10-15 ships would "stall". If I went to view the sector they were in the ships were still in autopilot, with the destination still correct, but the ships wouldn't move. I kept an eye on it for about 5-6 turns and they just didn't budge. <b
Not so far. I've been trying to though.
Quite a few of the upper level techs don't do anything.
Presumably this "bug" would also impact the Dreadlords, prison escapees, and any other random event generated ships. None of whom should care about a UP vote.
I ran into this last night and was going to post but the SQL Worm activity didn't permit me access to the GalCiv Forum. Pirates, and presumably Space Sharks, shouldn't be impacted by UP votes. They would just sit there clustered around the starbase and do nothing.
Two bugs with respect to the Prison Break event. Prison Break Bugs: 1) In the popup that announces the prison break, in the last line, the word "rouge" should be "rogue". 2) Once the prison break popup went away the three battlecruisers appeared in the 3,6, and 9 o'clock positions around the planet that housed the prison. The only problem was that the ship in the 6 position was off the bottom edge of the map. One of the prison break ships attacked the planet that
There has been a longstanding "quirk" in the action of sliders in the game. Once you hit about the 5% mark on the slider you lose all ability to control the quantity. At that point the slider allows one to either select zero or whatever the 5% mark is. Things seem to be smoother above 5%. I don't know whether this impact people who use the wheel on a wheel mouse to control the slider but it's a definite problem otherwise.
When the interface is using the "good" skin there a minor bit of wierdness that occurs: during ship movement the left upright from the box around the events summary in the lower right corner of the screen flickers each time a ship movement point is expended.
At present that's the only way.
Consider yourself backed up. :) The development model you describe was exactly what happened with The Corporate Machine.
You're right. That's not the blackmail screen. Hmmm...
Many of the upper level techs currently do nothing other than being a prerequisite for a later tech.
Sometimes the AI ship, either constructor or colony ship, will just sit there for the entire game if you get grab the target location before the AI ship arrives.
Razgon, That sounds like it's "The Venge" random event kicking in. There is a bug connected with that event in which the game sometimes doesn't admit that the race is dead. In other words: even if you or the AI destroys the race the decimation of planets by the now dead race continues. So you may be looking, in vain, for a race which no longer exists. Brad fixed this bug on Tuesday but it didn't make it into the 4Z build. Regardless of the above I like your
jpub, The planet classes have definitely been tweaked over the course of the betas. In beta 4 there is a definitely an increase number of planets in the class 15-16 range and a decrease in the number of planets with a higher starting class.
Mike, On your last point you seem to be describing the situation when a race is trying to blackmail you. They are, in essence, saying "come across with what we demand or else..." In that situation your only option is to say either "yes" or "no" to the demand. It's not really a trade even though it uses the trade screen.
I agree with Solitair. Bitter experience has taught me that in order for a fledgling starbase to survive you have to build at least one defensive module before adding modules to any other aspect of the starbase. If I can manage it I try to build the first three defense modules before anything else. The defense mods will allow the starbase to withstand the pirates and the occasional space shark but if someone comes by with a ranger early in the game the starbase is still an easy kill a
3) simple - masochistic difficulty level display on the race screen 4) the "leave UP" button on the United Planets screen 5) the new animations for first time events
I realize that if the process were truly random then the game could, in theory, randomly choose to inflict the same random event on the player each and every turn. For the sake of playability and enjoyment of the game I suggest that this is sub-optimal. There are other issues intermixed with this. For example: What sense does it make for the UP to vote to end all current wars when there are no wars? What sense does it make for the UP to vote to add addition
Lucky Jack, That was me that pointed out that the autopilot bug still exists in 4D.