magus

magus

Joined Last seen Member # 28812
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One of the things that seems to have been tweaked in this build is that races now longer seem willing to trade inhabited planets for any reason. I haven't tried absolutely everything yet but so far, even with all diplomatic skills researched, I haven't been able to make it happen no matter what the inducement. I agree that races too easily let go of planets in Beta 1 but things seem to have gone too far in the other direction

4 Replies 179 Views

A lot of them seem to be range related. If a ship is given to me by a friendly race but the ship is now outside it's range, as calculated from Sol, the game crashes when it tries to move the ship, even if the destination is inside the range from Sol. I'm sending Cari a game that crashes repeatably when the next turn button is pressed.

7 Replies 213 Views

I agree with your points about the AI in relation to the current state of the game but I still think that twiddling the game's data files for the express purpose of causing the AI to do or not do something is something that there is no way to _really_ code against. Not without removing the flexibility of having user designed ships, starbase modules, techs, etc.. The person that is going to go into the data files and make their scout ship the equivalent of a Terrorstar is going

13 Replies 237 Views

This is otherwise known as "cheating". If a player wants to win the game enough to monkey with the underpinnings of the game program or data there is really very little that can be done to stop them.

13 Replies 237 Views

The overflow on the end-game summary screen was in the Technology column. The Altarian race, which was knocked out of the game early on had a value of 190,190,648 in that column. The next highest value was the Terran's with 5034. The Altarian's had researched 17 techs with the most time intensive on being "Basic Environmental Control".

6 Replies 171 Views

I had a thought. :) Do planets have population limits or does the population just keep growing ad infinitum? Population limits that tie into the class and size of planet and perhaps the types of improvements built may be a way around the morale issue. Shades of MOO. ;)

23 Replies 933 Views

There really doesn't seem to be a way to keep morale from going down the tubes on planets with a large population. How are the morale improvements supposed to work? If a given structure states that it adds +25% to morale then what does that actually mean in game terms? It definitely doesn't give the planet a bump of 25% to the current morale level. The increase in morale that does happen also doesn't seem to last very long. No matter how many things I build on the planet

23 Replies 933 Views

It was a bug. :) Adding points to each of the areas at the start is supposed to add 10% to the area. The example in the rough docs that Brad posted earlier in the week states that: "The number of moves your starships receive each turn. If a ship has 5 moves per turn, providing navigation 2 points will increase that number to 6" I.E. 0.5 moves additional per point with a starting base of 5 or 0.2 moves additional per point with the starting base of 2. The behavior you repo

6 Replies 106 Views

An overflow of some type shows up on the final, game summary screen as well. I'll post more specifics when I get home and take another look at the specifics.

6 Replies 171 Views

Until the tech tree reaches something closer to a state of completion with all techs in place and benefits in place, working, and balanced the use of anomalies is the only reasonable way that certain techs can be researched at all. Unless one edits the technology data file that is. :)

10 Replies 215 Views

One thing that would mitigate the problem of a starbase not being able to repair itself quickly enought would be more hitpoints. I read through the draft user manual posted by Brad and according to it a new starbase has 500 hitpoints. The ones actually created by a constructor only have 100 hitpoints. The 500 value seems more reasonable given the size of the construct we're discussing. Which is the correct value?

1 Replies 116 Views

Even with having interstellar damage control researched I think it takes too long to repair damage to ships. Are there any planetary improvements that are planned to increase the repair rate of ships in orbit? Starbases should either have a greater inate repair capability or have an upgrade that will increase it.

3 Replies 174 Views

Question 1: When a race declares war on the Terrans (normally it's just because they felt like it) and are making no headway why is it always up to the Terrans to offer a peace treaty? By no headway I mean that their ships keep losing and they can't take a planet no matter how many troops they throw at it. Shouldn't the AI at some point realize that it made a mistake and that it might be a good thing to ask for peace? Question 2: How does one get a newly found

7 Replies 156 Views

Three were major and the rest were minor. Right now only two of the major races are left and that's because that flurry of surrenders I reported left only two of the starting races to continue on. It was one of the major races, the Torian's, that surrendered twice.

8 Replies 153 Views