This applies to events of all types: Random events UP Votes Multiple choice morality influencing events It would be nice if the routine picking the event were to store the last or current event so that it doesn't "randomly" choose the same event twice in succession. In the game I played last night it was particularly ugly in terms of repetitive events. Three meteor shower events in a row, in the space of a dozen turns. UP votes on the same issue in
magus
Hrothgar, If you have a saved game that is close to the end you can play the last few turns again while connected and the submission screen will come up.
Before you submit make sure you've gone to the metaverse screen and registered via the link at the top of the page. When you finish a game a metaverse submission screen should pop up. Type in the alias you registered in the "alias" slot and press the clearly labeled button. That should be it.
With the latest beta I have had the game drop to the start screen about one-third of the time instead of dropping to the metaverse submission screen. I posted to that effect a couple of days ago and I know that Cari saw it but I don't have anything else to offer in the way of debugging info. Nothing showed up in the debug.err file.
On most systems hitting the Ctrl and PrintScrn key will copy a screenshot into the clipboard. You can then paste the image into whatever program or word document you choose, as long as the program will allow you to paste an image.
The inability to either orbit, guard, or sentry a Terror Star is something that is lacking and bears pointing out again.
Bump.
The files you want to edit are those in the Data folder. The changes will take effect in any new game.
Solitair, Lately I haven't managed to get too far down the tech tree, with all the later morale improving techs and projects, as influence wins keep ending the game. :) In most of my games the Terran race putters along with an average morale between 50% - 58%. Until late game, tech-wise, which I rarely reach nowadays, I can't seem to get morale much above that level. Conversely I don't have much problem sustaining the 50% - 58% morale level, even under Star Democracy
Scott, Yes it is in the current build, beta 4D, in a game started in beta 4D. I've seen this show up in two values: Tech total and treasury.
Smiling Death, Yeah this is a longstanding known issue. There seem to be some overflow issues in certain areas that have yet to be nailed. It is kind of amusing to see sometimes but it also helps to explain some of the AI wierdness in spending patterns.
I was going to say what Jack just did but I'll refrain and just point out that the alias is "magus" note the lack of the letter "n". :)
Jack, You're not the only one. Occasionally I'll have a problem planet, most often one near a highly influential AI planet, but most of the time I've been successful in managing to keep my average morale between 50-60. Things seems to be much more consistent on this front in beta 4.
Lucky Jack and I were dissecting this a while back but I've lost track of which thread it was in. The following behavior _seems_ to be a side effect of the change in how ship movement is handled when the ship is off-screen. If two or more constructors are sent, on autopilot, to the same destination starbase and the first constructor arrives at the destination while the second is still off-screen the second constructor will drop out of autopilot about half a sector from the dest
All the sliders are somewhat quirky. ;) Hopefully they will be fixed someday.
Yes. :) An always on DSL connection.
In the game I just finished I got the game summary screens but when I pressed the "done" button instead of getting the "submit to the metaverse" screen I was dumped to the game start screen (the one with the start a new game, load a saved game, etc.. buttons). This used to happen quite a bit in earlier betas but it hadn't happened to me in quite a while until tonight.
-500 is the point of no return a treasury that's negative in the 100-200 range is still enough to hammer your morale.
Solitair I have no quibble with some of your suggestions and indeed would welcome them if they were implemented (number 1 and 2) but I have serious misgivings about suggestions 3-6. > 3) Apply starbase offensive bonus to ships beside the > starbase and not in the entire sector. The starbases in the game are supposed to be these gigantic constructs that are host to a vast array of space based industries for the use of your race. These aren't units whereby the puny s
Steeveodeevo, #2: There seem to be overflow problems for both treasury and tech. This shows up most glaringly in the end game summary screen. #3: I like it. :) #5: I've never had a problem with this one. Once something is built by me or by one of the AI races, if it's a "one of a kind" type construct it vanishes from both the selection lists and from currently building queues. There _was_ a comment that it wasn't being correctly removed from planetary governor bui
"Beyond Human" is the neutral game winning tech and it may still be the only one that actually kicks off the tech victory sequence. It's been that way for a long while and may still be but I haven't been able to get a tech victory under beta 4. Pesky cultural wins. ;p
The biggest downside I find to "playing evil" is that the interface buttons are harder to see/read than for either neutral or good.
I've been able to work around the "unable to rebuild a starbase bug" most times by moving the constructor onto the resource manually. If just won't work under autopilot.
Pyromancer, It sounds suspiciously like you are in serious deficit spending if your morale is tanking that badly and that quickly. Keep an eye on your treasury and income. If your treasury goes negative then watch out, if you hit -500 b.c. morale empire wide will go to 1% and stay there.
Just to put my oar into the water on this. I have never been a fan of restrictions on player actions that boil down to "because", which is what, to me, this arguement seems to be. If the player wants to sink a ton of resources into building a gazillion starbases I would much rather that happen then have the player run into a hard-coded limit of 2 starbases per sector where that limit exists for no other reason than "because". If a player is really in a position to build that