Same game...the Kwilasians have built all the trade goods and all the wonders available so far and they have a massive technology lead over all the major races
magus
In this game it's the Kwilasians rather than the Carinoids that are building wonders and tradegoods like crazy. I don't see how the minor races have the resources to be outbuilding all the major races not to mention Brad's comment a while back to the effect that the minor races shouldn't be able to build wonders.
There still seem to be issues with the timing for when dialogue boxes show up and the accuracy of their contents. For instance...I got the election results popup, which stated that my party lost the election. After acknowledging that popup I got the popup for "here is how your chances are looking for the election" In that popup it stated that since I had an approval rating of 55% things were looking good for my party. Timing issues aside I don't understand how I lost the elec
After restoring from a saved game, that was started under Beta 4a, I had a morale resource disappear out from under the starbase I had built on the resource.
This seems to be new in 4A as I haven't noticed it before. After a ship completes it's movement for the turn there is a quick "jump" as the the display centers itself around the ship that just finished moving. This is _really_ annoying and there doesn't seem to be any way to turn it off.
Cari, This may or may not be connected with the bug I pointed out about two weeks ago. > 2) Ships appear damaged after restoring from a save. > Ships with experience levels aren't being restored > properly. After the restore the current HP is equal > to what the HP would be with zero experience levels > while the Max. HP is equal to the correct Max. HP > with the current experience level figured in. > The end result is ships that can have si
The issue, to me, is that the trade good exists as a physical construct in the fashion of an object that shows up on the list of items built on the planet in question. It can never be built again anywhere else in the game. It still exists on the planet after it is conquered and yet it is unusable after conquest.
I thought this deserved it's own thread even though the gist of this is incorporated in the thread entitled "Carinoids are still running away with the game". A trade good developed on a planet that is later conquered effectively vanishes from the game at that point. It still shows up as "built" on the planet detail screen but the conquering race doesn't get the bonus associated with the trade good nor can they trade it to anyone. This doesn't feel like correct
I thought this deserved it's own thread even though the gist of this is incorporated in the thread entitled "Carinoids are still running away with the game". A trade good developed on a planet that is later conquered effectively vanishes from the game at that point. It still shows up as "built" on the planet detail screen but the conquering race doesn't get the bonus associated with the trade good nor can they trade it to anyone. This doesn't feel like correct
I just took the Carinoid homeworld and the tradegoods that they had developed have now disappeared from the game. They still show up as "built" if I look in the planet detail screen but they do not show up as "tradeable" on the diplomacy screen and they haven't impacted my stats. Tri-strontium steel is _very_ visible when it kicks in.
I don't know how they are managing it but the Carinoids keep building trade goods and galactic wonders at an incredible rate. In my current game they only have one planet.
Forgot one... Bugs: 6. I got the "research rate tripled" event but it didn't seem to do anything to increase my research rate.
Some things are better and some are worse. Here goes: Bugs: 1. I took out the Venge homeworld but didn't get the usual "thank you" popup. They don't have any more planets left but the game thinks that they still exist. I keep getting popups stating that "The Venge have done X to planet Y". The Venge graphic still shows on the minor races screen but if I select it I get a crash to the desktop. 2. When a group of ships has been formed into a fleet the game will, on occa
but not at present.
On an 800 MHz Pentium 3 I find myself noticing delays when the game is processing the AI turns, presumably ship movement. It's only _really_ noticeable later in the game when there are large numbers of ships moving about. Even then it normally takes a large galaxy to be a pain on this front.
The Arcerians had 41 constructors stacked up under one of their starbases. It looked like they were trying to add a module and for whatever reason it wasn't happening. As a result they just kept sending constructor after constructor to the starbase. This may be a holdover from the ship stacking bug that seems to have been, mostly, fixed in Beta 3Z1.
1) Can't click on ships anymore to control them. When something interferes with the technology screen when it's trying to pop up - as when you finish researching a tech - the "tech complete music" will play and even if you then manually go into the tech screen the game breaks at this point. You can no longer click on ships, the ship summary window fills with blanks, and you can no longer give the ships movement orders. I've seen this happen most repeatably when I have
Hitting Ctrl-R works to refresh the FOW. No need to reload.
If this had event had appeared later in the game it would be more easily dealt with but it showed up shortly after things had reached the end of the mass colonization period. My Starbases only have, at most, 3 upgrades each. The situation is aggravated by the fact that the Dread Lord homeworld is within easy reach of three of the AI factions but they are doing nothing to attack the homeworld. The AI ships and Starbases are just dieing.
I don't know whether it's connected but shortly after the Dread Lords random event came to completion whenever I click on a ship the area that normally fills with information about the ship on the main screen fills with blanks. A save and restore "fixed" the problem.
Yeah it's still happening. I mentioned this as point #2 on my post entitled "Initial thoughts on Beta 3Z (a bit long)"
That thought had crossed my mind but these guys appeared in the early mid-game on the other side of the galaxy. If they were closer to my position or if I had better ships this would be more doable and the AI races aren't doing anything to assist.
This event is way overpowered. They are wiping out the galaxy and there's no way any one can stand in their way. I've managed to take out a few of their Rangers but these things are taking out a Starbase in one attack. With the exception of my first survey ship, which is pretty buff it takes one shot from the Dread Lords ships to take out any and all enemy ships. They are building transports now. They have essentially won the game at this point and all that's left is mopping
I can second Kvim's observation. The Carinoids, with two planets to their name are cranking out Galactic Wonders and ships like crazy. Their capital planet built, in short order: Galactic Stock Exchange, Galactic Exhibition, Hyperion Manufacturing Center, Love Mushrooms, and Diplomatic Translators. When I conquered their home planet they had built an astounding number of social projects. I have no idea how they were managing to do this.