Starbase have Fusion and Anti-matter reactors for power. Louis is right! What other resources do they need? The limit to the number of starbases built does depend on: 1) whether you need to build warships or constructors 2) The high cost to keep your factories running Its a challange to keep peace with 5 AI for the 10 years after colonization to build a fleet of starbases. Please don't change the way multiple bases work in harmony. If you want to tinker with
TheoLeo
This bug till exists in today's new beta. I built 1 Tir-Quan early in game. In Feb2190, I had 9 planets with nothing to build so I set them to build Tir-Quan. In May2190, all 9 were completed same turn. Soldering went from +258% to +738% in 1 turn. I saved the game just prior (beg of Apr2190) to all 9 being completed.
I get the shield overflow when production is increased by starbases, usually 5 per sector. By managing my trades, I am able to run my planetside and starbase factories at 100%. My average planet puts out 300+ shields and the 1 with Omega and Hyperon planets, over 1000 shields.
Jack, any idea if and when the shield overflow problem will be addressed?
1) 'The only time a warning popup might be useful is if someone tries to buy a ship that already has enough (or more than enough) shields to complete the ship on the next turn' This doesnt happen. The Purchase button is not available when there are sufficient shields available for military or social projects. 2) ' projects, whether bought or build, should not loose the shields applied to them when another project is selected regardless of whether the project is built or bought.
1) Minor race building Battleships 2) Survey ships finding add'l ships: Corvette, BattleAxe 3) Major race AI planet defecting to minor race :)
Found a change project bug :( On a high production planet, select a project that completes on the next turn. You can't change the selected project. For example, a planet production 200 shields selects Shipyard cost, 80. The new exe wont let it change. It seem the new pop-up doesnt pop-up.
Do the monsters always escape from the zoo?
Yes. I had several ships that just left orbit and I never got a chance to move 1 constructor when the next turn began. I had set 'skip remain moves' to off.
Sometimes next turn begins before I get a chance to move all my ships, in this case, a Constructor. Debug Message: Could not find animation titled Icon24Trans in model 0ecobase01 (PlayAnimation) Debug Message: =================Player has ended Turn ===================
On a slightly different note, I really like the first freighter mini-movie. The animation is excellent and the music sounds G-R-E-A-T :)
Machina, great idea for 1.x. So, after a starbase is built, I can assign a base captain to build upgrades like a governor builds social projects. The captain would contact the nearest free constructor assigned to auto-build and no more micro-management! :)
'starbases in foreign space sure would make nice bargaining chips...' has been in the forum since beta 2. It would be nice if they could be traded like ships or planets.
I remember reading a discussion about moving populations between planets in same system. I dont like using transports between stars as the population is distributed between all planets. If your transport arrives at one of your systems, it would be nice if you could pick which planet get the people.
I once suggested: a) using the resource icon in the ship list to identify those special starbases. This icon could also show up on the mini-map, using the owner's colors. b) adding number of mini-freighter routes to the sector influence pop-up. This would be very helpful where to add trade upgrades to starbases and build trade bases in deep space.
All have been requested in other threads.
I got my new PC Gamer mag in mail yesterday. No mention of MOO3 or GalCiv. Strategy First did advertise Gladiators with a Mar 03 release date. PC Gamer did review 5 betas, 2 due for release in Mar 2003.Why is there no mention of GalCiv in a pc game mag?
I've seen that event. If you destroy the terroists, does your poisoned planet return to class 20?
A transport that can hold 5,000,000,000 troops must be huge. That's the current population of Earth in 1 ship. A crew of 1,000,000 to run and maintain the ship is not unreasonable. :)
I posted my game on binaries. I got over 10 built, 1 per turn.
Will auto-attack work in next beta?
I'm 100% sure now. Built 3 in 1 turn. Soldering now 985%. Will send zipped game later today. :)
I like the idea of 'cultural technologies '. :)
Can't drop social to zip as 100+ planets still building social projects.
I thought all saved games displayed date and time on line 2?