Could you just rename all the MP3 files in the music directory of the game so it won't play it's music? I also get the static for the Drengin music, no other music included with the game seems to be affected so far. I haven't tried playing my own MP3s with the playlist option. ~SDC~
azakain
The stickies work with the latest version of SDC 0.99c.151, build 4 Check Help -> About Stardock Central to check your version number If you have an older version, click Tools -> Refresh Application Data to update ~SDC~
That is an interesting read.... and may explain some unusual behaviors when you try to figure out the logic behind the bonuses and why you're not actually seeing bonuses to your production anywhere close to what it should be if you were just doing a straight Base Production + (Base Production * Bonus %) = Total Production calculations... Though it seems like it would be a heck of a lot less confusing if techs showed two percentage numbers "Increased Base Production" and "Bonus Production" so you
The economy for your civilization can be one of the hardest things to learn how to balance. The spending on planets will often outpace the economic production because of all the structures you have to build to keep people happy as your population spirals out of control. I tend to avoid ANY tech that increases Population Growth that isn't necessary to my future research goals, in an effort to keep my population under control (every little bit helps). I also tend to go for the techs that provid
This is a production queue issue. If you are producing a wonder and another race builds it first (or vice versa) you can continue building that wonder, it doesn't force you to change production, and when it is built you seem to get the benefits of the wonder too. I suspect a fix for this issue will be high on the priority list and would be included in one of the early patches. Note: This also seems to affect Trade Goods. ~SDC~
Excalibur technology is near the very end of the tech tree. By the time you get to that tech, your best planet (production capital, hyperion manufacturing center, etc) should be able to crank one out in under a year if you dedicate yourself to military production. The only bad thing about getting the tech so late is that by this time you're very close to getting a technological victory (only 4-5 techs left) that the Excalibur technology isn't really necessary unless you're in a huge war and ne
I think the current population model is manageable, it takes a considerable amount of effort to keep your people happy, but it can be done. I DO think there should be a practical limit to population. The environment of a Class 15 planet would eventually reach a point it couldn't support anymore population without completely destroying the planet itself (decrease in PQ). This limit could be adjustable in a way similar to the taxation rate. You could have an "optimal population limit"
About 53 MB... nothing has changed content-wise. I updated a few graphics with color versions that came with the quick start guide, but otherwise it is just a smaller, easier to read version of the original manual. ~SDC~
If you have repair technologies, they will repair themselves at a set rate. I haven't really noticed if there is a difference in healing rate between ships stationed in sectors you control, in orbit around planets, sectors with starbases, etc, but I would assume the healing rates improve when you're in areas you control and vice versa. ~SDC~
A few random events have the potential to destroy a civilization or at least bring it to the brink of collapse. The Draginol are one of those events. I guess you could draw some parallel between the Draginol and events in TV series like Star Trek (Borg) and Babylon 5 (Shadows), where a strong alliance working together was needed to counter the evil before it spread to destroy everyone. I personally like the random events, though there should be some way to rate the potential danger or
Oh... forgot the question about the starbase. If a ship (or starbase) has more than double it's offense in defense rating then it gets to use half of it's defense rating as an attack rating in "counter-attacks" against any ships that attack. Think of this as defensive weaponry. Starbases can be built up to have defenses capable of taking down several battleships or overlords with defensive fire before they are destroyed. ~SDC~
The AI starts with Stellar Cartography (knows where the yellow star systems are located but not the planet qualities inside the systems) and usually goes in debt to buy colony ships early in the game. It can be frustrating on small maps to see things gobbled up around you if the AI is close enough to reach the planets nearby and you don't use the same strategy to quick build colonies. Similarly, they will focus on military construction and go in debt with constructors to claim resources near t
Anomaly effects are supposed to take effect as soon as you've explored the anomaly. There is some debate on whether or not the "civilization wide" affects are actually working correctly. I've noticed some racial abilities and political party abilities not working correctly, if at all, in my games. Resources are totally different and will appear on your map as what looks like 3D crystals in various colors, green, red, yellow, etc. When you click on them they will be identified as reso
They don't want anything that could potentially be a financial and morale drain on their civilization. If you build social projects on a low class planet even with terraforming it will usually cost more to maintain than it makes but it does provide a little research. I generally don't colonize below class 15 in my games. I tried it in my first game and didn't see any real return on my investment from those planets. ~SDC~
Set your desktop to 16 bit color depth. ~SDC~
When you get the summary screen and hit Done there should be a screen come up asking whether or not you want to submit your score to the Metaverse. It'll ask you to enter your alias and e-mail address and then send the information to the Metaverse. At least that is how it is supposed to work. I've tried sending the score of the game I finished last night several times but it doesn't work. My firewall shows the information being sent out via HTTP to the server but it wasn't showing up on the
Just go to JavaScouts web site. There is a sticky post with the URL, I'll also include it here... http://webpages.charter.net/trevorpowdrell/ The manual links are on the front page of the site. The PDF is the smaller version. ~SDC~
The best boosts for production (IMO) are starbases and the power plant techs. They aren't too hard to research and provide huge benefits. Propulsion Theory -> Cold Fusion -> Interstellar Refining Industrial Theory ----------------------------^ That is the easiest one to get, only four technologies required. It costs 50 production to build and provides +10% economics and +20% production. It's usually one of the first techs I run for, even before the ones giving you manufac
Thanks for posting them JavaScout :) Just giving this thread a little bump up the board since I'm still seeing some people posting about the original manual being hard to read. They should give this version a try since it is a relatively small download (~1.3 MB .PDF / ~1.6 MB .DOC) ~SDC~
You're welcome. I wondered about that my first game but a few turns after getting the tech my relationship with one of the other civilizations improved to Close and I noticed that the alliance option was available at that point. ~SDC~
It's a DirectX game so it is probably defaulting to 60Hz. If you have an nVidia graphics card the newer drivers include a utility to override DirectX and application control of your refresh rate and always run a certain resolution in a certain refresh rate. If you're using another type of video card that doesn't have refresh rate controls like the nVidia cards, some of them force games to launch in whatever refresh rate you've set for that resolution/color depth, in this case if you sw
Well... I'll take a shot at these questions... 1) Each planet's production will be limited not only by the amount of funding you've allocated for the specific areas, but also by planet class, population size. 2) That planet is probably one of your lowest class planets with the lowest population, no matter how much you spend they can only do so much. 3) Once your taxes pass a certain point (which is affected by morale and approval rating) you will actually start getting
A starbase can hold an unlimited number of modules so... build both :D You'd probably build the one whose effects spill over to adjacent sectors first, but there would be no reason not to build the other one if you had the time and resources. ~SDC~
I think combat with fleets SHOULD work as follows: (1) If you attack as a fleet, you should get the combined attack rating of all the ships as your attack rating. This would ONLY be good if using a lot of small ships to attack a large ship with a lot of defense and a lot of hit points. In return the defending ship would handle it's counter-attack normally (if it gets one) using it's normal attack rating, if it does more than enough to destroy a ship in the fleet the damage should flow
You don't have to have a resource to build a starbase. You can build a starbase anywhere. Just double-click on the ship and use the build starbase option or you can use the button in the ship control panel that is at the bottom of the screen when you have the ship selected. Starbases can really help even without resources. Get them in sectors you control or along trade route with the economy modules. Another benefit is place them in your sectors with your planets and put the mining