The map tiles are randomly generated when you start a game, that's why you get odd combinations such as those. Having them be static would mean taking away from work done elsewhere, assuming it is even possible to have a static layout, which may very well be impossible.
Lavo_2
Here's to hoping there will only be a 64-bit version of Win 10... This is an excellent opportunity to kill 32-bit OS for good.
Once you finish a model in 3ds max, you can exported it such that you can rig it in Softimage. I apologize for the video cutting out at points, though this video of mine explains a decent deal: https://www.youtube.com/watch?v=6VYVC0RznBA
Personally I have 16 GB of RAM, around 48 GB of virtual memory, and a Radeon R9 280X with 3GB of memory. Yet, I've been getting random freezes ever since I started playing back in beta 2. I highly doubt it has to do with system specs, unless my CPU is too slow for GC3, as I'm running on a stock i7-930. It is worth noting that beta 3 cut down on the amount of freezes I get significantly. They still occur however; they happen anywhere from the middle of selecting a decision, to
I'm on Nightly x64 and have been for some time, with no stability issues on my end.
That doesn't help as you cannot choose the advanced building right off of the bat, iirc, which is needed if one is to properly allocate the manufacturing capability needed to construct the building in a single turn.
[quote who="Lucky Jack" reply="1" id="3527080"]This is the current behavior of the game, but the game automatically schedules the upgrades as the basic building is completed.This allows you to get the benefit of the base structure while building up to the highest researched level structure. [/quote] There is a problem with this however, if you have the manufacturing capacity to build say, the Xeno Factory, in one turn, you cannot do so as you are forced to build the Basic Factory
Speaking of ideologies, how exactly do the "free" planets work for the Benevolent Outreach line? I'm probably blind and not seeing them.
The peace offers bit is a known issue due to the AI's diplomacy not being modeled at all yet; I wouldn't pay too much heed to it. That said it might be a bit too powerful, perhaps a cap of X ships spawned maximum is in order?
[quote who="GoaFan77" reply="273" id="3521397"]Well, the one I'm referring to I think was first figured out last year, and I think I told you about it soon after.[/quote] I could have sworn I mentioned to you, or maybe vice-versa, how do to it during a "let's put a Death Star in Sins!" joke conversations, or during a conversation regarding the Galaxy Gun, namely as how while technically it was possible in Trinity, it was only Rebellion that made it look like the destr
One thing that bugs me as well, is that more advanced versions of factories cannot be built in one turn. One must build the starting factory, and then each turn do a single upgrade. Without production overflow, this is a problem, and truthfully it makes little sense to build an older version of a building if one can build the newest one in a single turn.
The percentage bit was purely an example. Simply put, in Sins, -100% does not mean zero.
I remember experiencing this in beta 2, even after destroying all of the enemy's ships/planets. If you accept peace essentially nothing will happen, though perhaps it's caused by some random star base being alive somewhere?
Yes, that is correct; with how phase gates are set up, only A or B will have the phase end point. The phase gate ability is also rather terribly done; if a phase gate buff is "trumped" by a new one, the other phase gate is useless as it will never properly reapply the phase end point buff again. That's not how it works. It means that say Ship 1 and Ship 2 have an ability that does -50% acceleration to an enemy ship. If the stacking limit is 2, and both ships can cast the ability
onReapplyDuplicateType refers to what happens when a buff is applied to a target a second time. Say the buff has a stacking limit of 1, and it has a finish condition of time elapsed; in this case using PrioritizeNewBuffs would be good as the "new" buff, which has a "new" timer, would be better to apply to the target. However, when dealing with say a passive ability that only has out of range as a finish condition, using PrioritizeOldBuffs would be better as this uses up less CPU resources and
You have to make a new account there.
That's intentional IIRC. You can unlock other terraforming tile improvements in the tech tree if you want to build more tiles on planets.
From what I can tell to maintain 100% approval you need to have 1 G&S per point of population. I like this new system if not for the sole fact that it makes approval improvements, and approval management in general, an actual challenge and consideration. Though the approval bonuses in the ideology tree might need some tweaking to work well. To use the tier 1 Benevolence as an example; in beta 2 it was a flat 10% bonus, which was great. In beta 3 it's a 10% G&S bonus, which is far
Beta 3 made freezing even worse for me personally, to the point of getting freezes during turn 0 (starting turn). With the most up to date GPU drivers, 3GB of GPU RAM, 16 GB of regular RAM, and around 60 GB of virtual memory, I know it isn't my system. Plus, reinstalling the game, deleting my prefs.ini, and running in window have all done jack.
[quote who="Leo in WI" reply="11" id="3510889"]And the disadvantage being it is AMD only. There are a *LOT* of intel/nvidia users out there that will be unaffected by Mantle. [/quote] The primary reason it is AMD only is due to the fact that nVidia does not like anything that isn't theirs. Mantle's end goal is becoming widespread across all GPUs, though nVidia has a hard time accepting anything from a competitor, open or not.
And Mantle already has the distinct advantage of not being a Windows 10 exclusive.
You actually can add pop to existing transports? I feel stupid now. If that's the case, this thread deserves a good old lock!
This might sound like an odd thing to do, however while one can upgrade colony ships to becoming military transports without issue as they have population on-board, it's also possible to ships without population, ex. scouts, to military transports. However, as these ships have no population, they become military transports with 0 population without a means to shove troops onto them. I'm not sure if there's either a way to allow players to add more people to colony/transport ships,
When you're at war with a race, you can still trade technology with them. While it can make sense in the context of a peace offer, ex. take these blueprints and cash and leave us alone, however being able to trade with them normally does not make too much sense, seeing as you're at war and such. I'd suggest making it mandatory to have a peace treaty when "trading" with a race you are at war with, or something of that nature.
For me when I get the freeze, the game doesn't unfreeze; I have shut it down via task manager and restart it.