Yes I noted the change in colour, but did not make the Civ association. It was not a big deal, it was a trade route that was totally secure from pirates as it was less than a sector in length.
SEB9
I have been trading with a minor race for 6bc per month. The minor race has now 'come over' to my civilisation after a concerted Cultral Influence campaign. Now that they are part of my empire, the Trade route continues to operate and generate income. :D This trade route should, I think, terminate when the both ends of the route are my civilisation.
I'll try Ctrl-R next time it happens.
Just wondering how GalCiv decides who wins - Attacker or Defender. Just finished a game where I could not seem to invade a colony. In the end the colony that started with a population of 8K cost me 13.5K to invade and win. :sniff!: On the invasion screen these were the numbers for each transport[4 in total]: Attackers: Defenders: Offence: 9 5 Defence: 9 6 Tech: 14 (I think) 1.0 The chance rollers were in the
I've come across a strange situation where the 'fog of war' has covered several of my ships after another ship has moved out of the sector. The covered ships are still shown on the minimap but not on the main map, and thus I can not click on them. This has also occurred to all my colonies in 1 sector, the stars are shown under the fog, but I can not click on any of them.
Cool, I like the options of the First screenshot. :CONGRAT: I think I'd have to seriously think about going to war over such a threat ;)
In the current game I have just had one of my core colonies poisoned by terrorists, second only to Sol, Class 20 -> 12. (:( Since the terrorist act, Autopilot has stopped working altogether. Every ship of every type I can build no longer does Autopilot, the sub-text for Autopilot still shows but the ships simply do not move on their own. Sector Sweep is still working.
I'll give it a go. Does Auto-attack work now? All I ever get when I try to use it is 'out of range' notifications...
Fair enough I suppose, however following the rational given above, a transport must be a bugger to run if it needs a crew of 1M.
Currently when a Transport/Combat Transport ship is at a friendly colony, the only way to launch it is to put people in it, 1 is enough. It would be good to be able to launch Transports that are empty ie sending from small/new colony to big colony to get more people, repeat a few times. This may infact be a bug...as the Load slide does allow a value of Zero but transport does not launch.
I have had the same problem. The message comes up about 10-15 times. Clicking OK lots of times will get out off the problem eventually.
This is probably far to late to be given any serious consideration, or has already been considered. One of the annoyances I found playing on a Gigantic map was that it took ages for ships to get anywhere, especially the big ones ;p The tech suggestion is to add a 'large distance travel' tech such as Jump Gates, as in Babylon 5. These could be researched and then built by a Constructor or 2. Access could either by Civilisation, you can only use your own Gates - MoO1 style, or
It seems that there is a bug in the path finding of the Sector Sweep. I have seen it in every one of my Beta 4Z games, it may have existed previously but I did not notice. When a ship(s) is set to Sector Sweep and finds that either a resource or anomaly is in one of the corner grids, the ship(s) will not go around the obstruction. Instead it triggers a 'wrong ship type' warning message. If any other grid in its path is obstructed, the ship(s) will go around it. I only set Sector Sweep for Scouts
I have this problem every game when the number of ships gets up. For me it seems to affect Constructors primarily. Although I have been noticing that when this problem is happening, other ships on Autopilot seem only to move every other turn.
Thinking about it, even if there was a way to jump to or locate a Races' homeworld via the Minor Races tab. This could be extended to all AI races as well. I'm sure all AI races know where Sol is.
In my current game, gigantic map, I have explored every part of the map. I got a News report that a terrorist group called ... had poisioned an AI colony ... this didn't concern me overly as the AI concerned was on the otherside of the map from my colonies. The next News update advised that these same terrorists had opened a fissure and were letting monsters in. This did concern me and I was going to deal with these terrorists quick smart - will I would have if I could have found their planet(s)
I have been noticing an apparent problem with AI initiated Diplomatic Exchanges ie where the AI wants to sue for Peace or exchange tech. The screen comes up pre filled with what the AI wants and is offering, clicking on the Accept button without doing anything seems to 'transact' the exchange, but I find that even after another turn is completed that the Diplomatic exchange did not occur - I'm still at war, or the Tech is still in my list of things to research. I basically just auto-reject any a
I did not get any notifications of any sort, the freighter simply sat next to the star. It has only happened once for me, if it happens again I'll fire off a saved game.
I have struck the same situation with 1 freighter trying to establish a trade route with a minor race. I thought it must have been due to a trade route aready existing somehow, or that the minor races economy could handle (more) trade?
I also found this to be disconcerting the first time my Civ went over to the Darkside. Even the science advisor, when you research something new, changes - reminds me of Maximillin from Blackhole, which is cool. Haven't managed to go Good yet.
Can't say that I've ever used the movement keys. My biggest gripe about the behaviour is that I will normally only take control of a ship when there is a chance of enemy contact that I don't want to happen to the particular ship - monsters or its an unarmed ship. Normally the ship does its little dance and ends up either in the lap of the enemy ready for killing, substanually closer to said enemy. Makes sneeking a transport past difficult to say the least.
Thanks, I'd made that link. It would be neat if the Teleporters could then replace Transports(ships) between colonies that had Teleporters, perhaps when they also had Omega Power plants, very power hungrey according to the Research description..
I noted last night that the Research item Transporters has a description of "Transporters". What does this research item get you when its researched? I assume the description text has been overlooked.
I have noticed that frequently a ship that has been given move orders, manually, that do not use up much of its total movement capacity will switch to Autopilot and then do a wee dance around its destination to use up the unassigned movement allotment. Now and again the ship will 'forget' that its on manual control and take off on Autopilot to some other destination, not set by me. In all cases the ships have been previously moving using Autopilot but seem to forget that I have intervened.
Now that you mention it, yes the Pirates also do not destroy star bases based on current UP law. Look forward to the next build.