I also got this bug after updating to 1.8e, playing the Dread Lords campaign from Dark Avatar. It got VERY annoying... I notice something, however, when I look at the fleet data. When the bug occurs and you order the ships to move, their MAX movement goes to 0, their remaining movement doesn't decrease, and they don't move. If you then unfleet the ships, their max move will return to normal, but their remaining move will increase to double their max move!
MaxAstro
One that would be nice and reduce confusion is a bit of information about what any new improvements/modules/whatever that the techs unlock do, so that you can find that out without having to research the tech. Also, on a related note, it would be REALLY helpful to have more detailed info about techs in the trade screen (Can you research it? How much does it cost? Even just adding the little short description you get in the tech screen would be nice). I like the icons that the
I would so love a RequiresHullType tag. you could do things like have researchable "microweapons" that are really small, but can only be attached to tiny hulls.
Eh, I would really rather the choice was available. Not everyone wants to mess around with hackjob modding to fix things like this. Besides, getting Xeno Ethics that early could be unbalancing; you'd have a hell of a head start to things like the MCC.
Since I'm something of a science geek and also a masochist (Pirates AND Dread Lords AND Jagged Knife all at once? Bring it on!), here's my idea: Von Neumann Beserker - A strange, unmanned drone has appeared at a point in the galaxy. It has decent (but not overwhelming) attack and defense, and is very fast. It will intelligently hunt down and attack the least defended targets (minifreighters, anything with a cargo hull, etc). Every ship destroyed by it instantly spawns an identical p
I've been trying to create, as the title says, upgradeable colonies, to make that otherwise static building found on every planet a little more interesting; the basic idea is that upgrading the colony boosts its output, but also increases its maintenance costs quite a bit. My attempts to do this (and the glitchyness it causes) lead me to have two questions: One, is it possible something like this will show up in TA? And two, is it possible we can have a tag for planeta
The problem is that if you are going Good, then you suffer from all the negative choices you have to make up until the point you research Xeno Ethics.
Just played a game and I realized a couple things that always bother me at war that I'd like to see changed: Firstly, can ships set to Auto Attack also automatically attack enemy ships orbiting planets? It would save me a lot of microing when all I really want to do is wipe someone out who isn't worth the effort, or get rid of a ship I don't care about. Secondly, can there be a way for a combat ship to be set to "orbital blockade" mode or something like that? I'd like a way t
Having played around a bit with GalCiv 2, adding mods, even creating mods, and playing the game extensively, I have decided it would be fun to write an AAR. So here we are. This AAR will have no grounding in the cannon backstory. It will use a custom race and what mods I have (most things by Mr. Pants), as well as my custom-made tech tree (mostly tweaks, plus some added variety between the ethical alignments and a couple new techs). The objective: As the only Good race in a g
I'm always all for more choices for the player when setting up a game.
Try using Notepad to open the files.
I've survived the Dread Lords. Hell, I've even beaten the Dread Lords. I managed to avoid being at direct war with them until the other races had beaten them down as much as they could, and then I rushed their homeworld with a transport fleet. They had 20 soldiers, I had 2000, and I lost half my force, but I won. Their soldiering bonus really is insane...
In theory, the advantage of Good is that Good and Neutral races are less likely to declare war on you, and many UP votes are to your advantage.
I play with Mega Events on, too, despite hating both the Pirate and Jagged Knife events. They are rare enough that it doesn't bother me very often, and sometimes you can find a way to take advantage of them.
Nowhere that I know of other than the XML file itself.
Are you sure it's not just the specific events you got? Different events affect your alignment by different amounts; it could be that the evil choices you made were really heavily alignment-affecting, and the good ones you made later were less important.
I'm thinking that if StarDock doesn't change the way unique techs are handled, one of the first things I'm gonna do when the full game comes out is make a mod that makes all the unique techs untradable/unstealable.
About Fleet modules - Undoubtedly we will be seeing more variety as more races are added, but here are some ideas I'd love to see as abilities for Fleet modules: -Raising total Logistics for that fleet -Raising fleet range -Increasing boost from military starbases -Force enemies to target/not target certain ships (i.e. a module that forces enemies to target the most armored ship in the fleet first, or to not target the ship with the module equipped until other ships have bee
[quote] The Yor will be left out on some bonuses, but will get other benefits to compensate. Also bonuses arent always useful anyway. I never had much use for all the bonus influence tiles since I always go for military or tech victory. Also with no moral what will be done about taxes? Yor taxes at 100% and 20+ billion per world would inheritantly generate a lot of money even without an economy branch on the tech tree. [/quote] You are forgett
Really? Try playing Space Empires 4... Some of the MINOR random events in that game basically equate to "Game Over, Try Again"... >.<
They don't currently do anything for the Drengin, either, IIRC. Known bug, in other words.
Weather Control needs one simple change to be perfect: It needs to (as is says it's supposed to in the tech description) improve planets that have already been colonized. If it adds extra tiles to existing colonies, it suddenly becomes a hugely useful tech, no matter when in the game you research it, or what size map you are playing on.
About Minor Races: All other things aside, I was thinking that there should be a way (either by an event or by them making some achievement) for a Minor Race to be promoted to a Major Race, assuming there are I think this would really mix things up, to have a race that has been minor so far suddenly become an actual power to be dealt with. Also, I think the Dread Lords and Jagged Knife should be Major Races, not minor, and t
Known bug, I believe.
Speaking of which, the Terran version of "New Propulsion Techniques" probably shouldn't mention getting HyperDrive from the Terrans...