There needs to be a better defensive ship. Now that the hitpoints on the BattleHammer are = to those of the BattleAxe, and the BattleAxe has a higher defense value, the BattleHammer is utterly useless. But a DEF of 5 still just isn't gonna cut it against Frigates and Battleships and whatnot. Need some kind of a better system defender...
ucla_vince
I guess that could be it, I don't know if all the library mods are "sanctioned" or not... like maybe those beefy new terraforming techs?
They did delete a bunch of scores for people who "cheated" in some way... not sure if this applies to you or not.
If you conquer a minor race, do you get whatever trade goods they had?
yes, thanks for the thumbs up... i hope my previoius comment wasn't misconstrued as whining about the patching, because that wasn't intended...
or just redirect the money into the treasury...
Vorlin: But the point I'm making is that you're assuming 1 - that these are in fact bugs and 2 - that the corrections given correctly fix them. I'm sure you guys are probably right, but that makes me wonder why such simple corrections weren't already addressed in any one of the several patches aready released. So it would be nice to hear from someone official that these are "ok".
you may be right, but i hope not... it seems beyond stupid to throw resources down a hole just because one or more of your planets don't need to build something...
not sure about your production question, but if you leave any build queue empty (like the social queue on one planet) then the resources that should have gone there are lost, you can't redirect them. this is something that will hopefuly be fixed/changed/corrected sometime soon.
they show up on the mini-map just like yellow stars, as slightly brighter spots... on the main map, of course, they are purple instead of yellow... i guess there are dark and light varities? and who else thinks that the AI should be taught to colonize class 13 and 14 planets and use SE and HI to bring them up to 15 and 16?
yup, this should be fixed asap, it's silly to throw resources away like that... i've actualy adapted the way i play my opening game because of this fact... since i don't want to divide up my initial resources between Sol and a bunch of new planets, i will hold off actualy colonizing any new planets until i have colony ships orbiting like 10 stars, that way Sol gets all the production in the beginning instead of diluting it among a bunch of worthless planets...
are purple stars special somehow?
you people are crazy... Stellar Cart is the first tech i get and then i send 10 or 20 colony ships straight towards every bright spot i see...
I believe you there, but that doesn't necessarily = being sanctioned, could just mean that the changes are going unnoticed...
Not that I don't trust you folks, but I'd really like to get an official opinion on this... could Frogboy maybe give us a yea or nay on the validity of these fixes?
I didn't realize that you could launch a colony ship with 0 people onboard... maybe 0 means " as far as using a colony ship to increase population on a colonized world, I think you should be able to do this. Jsut right click on the system and click on the planet as usual... You don't have to buy everything, just build them normaly through production, that will preve
until like the third or fourth game that you could build starbases anywhere, not just on resources... doh! :sniff!: i don't know if the instructions were very clear about that. oh, and imo, you should only be allowed to build 1 sb per sector...
never seen that...
ooooh... what does it look like if you're evil?
icons change and the borders turn white?
if you're running Seti@Home it won't work... just a thought...
one turn per day? did i read that right? what, a game lasts several months? how come i've never heard of this game or this company for that matter?
When I try to open this zip file, it tells me that the file is corupt or invalid. I tried downloading it again, and got the same response. Any ideas?
well OrbitalBiosphere I would imagine ;)
thanks :)