I'd happily preorder a Stardock MOM2, even if it were just updated graphics and better AI. What would truly make it immortal would be some ability to create mods/maps/scenarios. I'm curious as to why the project would be so much more expensive than, say, GalCiv. Would you have to rebuild from scratch, or would any original code be usable? ~SDC~
aweill
Problem is fixed. I downloaded the beta of SDC 1.91, which I found through the Stardock website. Thanks for the help. ~SDC~
Well, I have version 1.32.275, build 31, and it doesn't seem to want to update beyond that. Is there a later version? ~SDC~
On further investigation, the same message comes with any attempted downloads through SDC, not just with AP. No idea what's happening. ~SDC~
I've a Dregnin subscription, current. I've tried several times to download AP without success; it craps out after about 47K with an "invalid chunk" message. Any ideas what gives? ~SDC~
There's an easier way. When your turn begins, you are taken to the planet screen for each planet that has completed a ship or a social improvement. Go to the lower right, and you'll see an icon of the ships in orbit around your planet. Double click on that icon to launch your ship (in the case of colony ships amd tramsports, you'll get the loading screen). Not every ship needs to be launched; you may want to keep defensive ships in orbit. I find launching from the start of turn to be much,
Got mine yesterday. ~SDC~
FWIW, I think this isn't a problem at all. The idea that unused planetary capacity is wasted doesn't bother me. To my mind, the solution tends to be clear. I always can use more constructors, so I never worry about military queues. For planets, I have a fairly standard governor list. If I run out of improvements I want, I usually have a trade good or wonder to build. To me, the issue is much ado about nothing. This feature hasn't interfered with my enjoyment in the sligh
I'm puzzled by the OP. I checked the IGMOO board and found a thread entitled "Patch? how to install??" with a polite question and several polite answers. I also note that there is a stickied thread about the patch where someone noted that there is a self-installer posted at the Apolyton site. I know that some people find it impossible to enjoy GalCiv without trashing MOO3, but there are actually some of us who appreciate both games. The various sneers about whether the patch is som
They ran out because the demand was much greater than anticipated. Mine still hasn't come. ~SDC~
No, no, April 1 was LAST week. ~SDC~
Actually, it's Earthlings who look like the Altarians. ~SDC~
While I haven't tried this myself, how about building multiple -1 movement SB's in some sectors? Wouldn't this create, in effect, space mud and allow for a type of chokepoint? ~SDC~
I've been involved in the beta process. I think you have a basic misunderstanding. The planets are NOT all already taken. If you are getting there too late, that's due to a variety of reasons -- most importantly, the AI is getting out there faster than you. Learn a few techniques, such as cranking production up to 100%, or leasing colony ships at the beginning, or setting all planets to building colony ships -- the AI does this and so can you. Check out some of the strategy threads. <br
Works now. What I had to do was "Refresh Application Data." But unfortunately I have to wait until I finish work and meetings before I can check it out. Hey, wait. I'm having a tough time on my current Gigantic-Intelligent game. Do I really want to make the AI smarter? ~SDC~
Not working for me. I only see 1.02.036, even after refreshing. ~SDC~
What would make it more interesting is if the green light wasn't infallible, especially if it tied into your level of espionage on the other race. Then, you would be taking a calculated risk in maxing out the green. I'd make it that the green range only represents, say, 80% or better likelihood of the offer being accepted. I agree that right now, there is no skill as such in maxing out the green. However, you're forgetting one aspect. Not all trades are for money. There's tech trad
Yes, you can generally get more over time than up front. Note that the AI doesn't usually look more than 20 cycles ahead, so don't expect much beyond 20 turns. The color of the offer will clue you into the likelihood of acceptance. Green is definite yes; yellow is maybe (in my case, it's always been no). Figuring out what to sell, to whom, and for how much is a big part of the game. Remember that there are some techs you may never want to sell; I never sell techs t
1. I've never seen this. Is there any chance that you ended a bunch of trade deals simultaneously, and then a few turns later started some more? I guess not, because that wouldn't explain the slider not working. If you've got a save of that behavior, it's definitely worth zipping and sending to Brad. 2. There are certain random events that can improve PQ in several sectors. Are you sure that didn't happen? ~SDC~
Star bases -- you're both right. Mining a resource benefits the entire civilization. Mining improvements to resource SBs benefits the whole civ. Starbases independent of a resource generally affect only the sector they are in. However, culture improvements affect neighboring sectors as well. ~SDC~
My experience is that the AIs will trade, but not on anything like a value for value basis -- even with diplomacy advantage. Is that what you are encountering too? Or are you getting a complete refusal to trade? ~SDC~
I'm pretty sure they are alternate names for the same thing. I think that's clarified in an earlier thread. ~SDC~
Your list leaves out one use. If a system reports that it's getting attracted by another's influence, you bet I'm cranking up the propaganda. That's just what it's for, in my view. ~SDC~
Your list leaves out one use. If a system reports that it's getting attracted by another's influence, you bet I'm cranking up the propaganda. That's just what it's for, in my view. ~SDC~
I don't think you'll find this working as well at the higher difficulties with the latest version. What level are you playing at? ~SDC~