Who knows if Im had played longer perhaps my unhappy worlds would have joined the I-league, ähhh the "mob". ;) Un fortunatly there hasn´t been a "naked god " around to adjust to save the day...
Midnightsun
Why it is a bug? I like it the way it is, its a rik inverting time and money in a unique project. You have to take the decide what to build. The ability to switch from a news network to an planetary defense without cost would be a "bug" IMHO. In my opinion the same should apply for military projects (like in the old game " Empire")
In my latest game I had a strange bug, after saving and reloading everything went back to normal. But while it lasted this happened. A presidents diary: I was looking forward for a nice day at the office. My defense secetary showed me the latest results of our succesful invasion of the Drengin homeworld and already the ambassador was showing up to pay "war expenses" to the Terran Federation. Two hours later I took a look at the latest statistics to see how many happ
It works just fine on my dialupmodem, biggest file I had to download were 7MB =15min (Bonus pack +first patches ) while reading the forum. Afterwards, the small updates install really fast. :)
@Daetrinn As far as I have noticed economic bonuses add up and culture influence is multiplied @Yin, I really like this game, its solid in its core and like you said "Anything to keep the coversation moving in a product direction is a big help from where I sit! Thanks"
Crash bug (only experienced since latest build up?) 2,6 GHhz Pentium ATI Radeon 9600 TX 512 MB RAM Windows XP Debug Message: Setting Race Order Debug Message: Setting Race Order Completed Debug Message: Setting Race Order Debug Message: Setting Race Order Completed Debug Message: Setting Race Order Debug Message: Setting Race Order Completed Debug Message: Setting Race Order Debug Message: Setting Race Order Completed Debug M
Yin, if you would allow I would like repeat some ideas to the topic out of other threads: (It seems that your thread will stay at the top for a while at least) "Simple solutions would be: Limit the number of allowed starbases per sector / 5 per sector or 1 for each populatet planet + 2 per sector. Pay upkeep for starbases: (high) basic costs for a starbase if you have a starbase in the sector and even (much higher cost) if you don´t have a planet in the sector or have more
Yin, I would be happy if the starbase concept would be refined. It is not the much the ICS of Civ for me it is more like the crawler avalanche of SMAC.
IMHO a very well balanced and fair review. :)
OK. Lets start another I love this game thread :CONGRAT: Actually I was surprised that at amazon.com there are two 1star reviews. MOO3´ers strike back?
Greetings earthling, if they out of range (you found some ships). Simply left click the ship and afterwards right click it on starbase or planet in one of your sectors. To autopilot normally left click and afterwards rightclick whereever you want to go.
Do they put in these bugs on purpose or how are they able to exterminate them so quickly? ;)
Brysos, my grip is that there is no practical limit to bonuses which could be aplied through starbases. I fyou have for example 4 really good worlds in a sector it is in my opinion simply to cost effective to improve this sector through endless starbases like Ineluki mentioent with 20 starbases per sector. Frogboy explined in other threads that the player shouldn´t build all the improvemnts on all the planets always to mantain a healthy cash flow, this does perfect sense to me. On the other hand
Suggestions on morale: Adjustments to improve morale should work slower: at the moment it is like lower taxes => next turn morale skyrocks, morale should adjust more slowly to reward longer term planning of the player. Please decrease a little bit the importance of population => putting half the people in colony ships and next turn people rejoice? It is a little bit cheesy. Perhaps it is possible to work in some timelimited morale adjustments: Bad for morale:
Yes, it would be nice if the AI is more aware of the importance of certain starbases for military purposes => to take out enemy starbases => and to defend its own critical bases
As Yin is doing although an idea thread for an improvement of the way starbases are handelt I would like to give this one a too. ;p
:D You know I think we are getting spoiled here. It is like we complain about a bug and within 24h stardock has to put up a new update... (yes, usally they are faster than 24h ;)
@Mythor: I agree if there is a limit, it is high, intergaltic even LOL If stardock thinks GalCiv should be "GalCiv the constructor fleet" at least they should include the Vogons as a race though we can get "Vogon constructor fleets" :d
@Mythor: I agree if there is a limit, it is high, intergaltic even LOL If stardock thinks GalCiv should be "GalCiv the constructor fleet" at least they should include the Vogons as a race though we can get "Vogon constructor fleets" :d
Hi Norin, I am a coward though I don´t mess with the space sharks. Still in at hread Frogboy (Brad) mentioned that there are multiple ways to deal with random events. Though I though maybe I am missing something.
:) Come on they are updating the game faster than I can finish my games. They have the fatest reactions to customer demands I have ever seen and the game (for me) is already quite bugfree. With the small updates they are doing a very widespread "betatest" but they as fast as they are doing right now I think it is a very good method to get there game flawless in recordtime. (SDC is a mistery to me, sometimes it works no problem at all, sometimes I have to register my serial
Anybody has been able to prevent the space sharks from escaping? (hiring jailers for example, stagging defenders above, feeding a litte Yor spaceship from time to time)? :p
@ Thelon Fairblade max. number of modules => spez. Starbases. Imlike this really like this idea! @one_man_assault. Paying upkeep would force the player paying attention if it is really an advantage / costeffektiv to build an starbase. At the moment the situation reminds me of the crawler flood of Alpha Centauri: build more crawler => more production => more crawler => even more production For me it is not much fun littering space with starbases it is tedious and s
Simple solutions would be: Limit the number of allowed starbases per sector / 5 per sector or 1 for each populatet planet + 2 per sector. Pay upkeep for starbases: (high) basic costs for a starbase if you have a starbase in the sector and even (much higher cost) if you don´t have a planet in the sector or have more starbases than planets Scale down effect of starbases: at the moment 2 starbases 200 % bonus (100%+ 100%) make it 2 starbases 150% bonus ( 100% for first star