Has anyone else noticed that a colony ship gets the equivalent of three moves on autopilot when colonizing a planet but only when on autopilot? For example, let's say that the map looks like this: ----------------- | C | | | P | ----------------- C - Colony Ship with 2/2 moves ; P - Planet If you manually move the colony ship right two moves, then it stops next to the planet, and you must wait until the next turn to colonize the planet. But if you s
zergfest
In the last three versions, I have had instances where the save game (and sometimes the previous savegame) will not load. I offered up the suggestion of making the previous ten savegames accessible instead of just the last two. There are still just some odd random bugs that occur under some operating systems and such. I'm sure they'll work them out by and by.
On my machine, with the latest patched O/S, the game still crashes a bit too frequently. Today, I found that both my autosave and previous autosave games are corrupt. My last "manually" save game is 100 turns earlier. So, this game is a wash. Can you give me access to the previous ten autosave games?
Space Empires IV is distributed by Shrapnel Games and is available online only. It was originally a shareware game that has grown and grown and grown. Yeah, play by email at one turn a day seems a little slow to me as well. But Space Empires IV has about a gazillion more options for play than Gal Civ. On the other hand, with all those options, the single player AI just doesn't exist. If you want the ultimate game to play against other people, Space Empires IV is the game that sets the standard.
In my last game, I won a tech victory and got 900+ points. Then, I went back to a point in the game when I could have won an alliance victory and tried that. It was just 600+ points. Next, I tried for a military conquest victory. By the time I finished cleaning up, I had all techs but the last one. I think the score was within a point or two of the tech victory. Your score seems to be a reflection of several different components including tech, population, economy and maybe military? I'
At the end of my game last night, the main economic screen showed me spending 3000 BC on research. My stats screen showed a 700% research bonus. The very last tech (90,000+) only took four turns to complete (rather than thirty turns). So, I think the research bonuses are working correctly.
Space Empires IV is a lot of fun. It has tons of options in terms of what you can build--from ground troops, to satellites, fighters, mines, base stations, etcetera. One thing I really like about Space Empires IV is that all the systems are separated from each other by warp points. This lets you build bottleneck-type defenses until you gain the ability to build your own worm holes. Another cool feature of Space Empires IV is the ability to "Mod" everything. In fact, I woud imagine that
So much for hoping the AI doesn't build Terror Stars... :) I just won on Sub-Normal. On to Normal next. I hope I don't see the AI building Terror Stars until at least the next level up?
Ultimately, I hope they let us disable events or limit their severity.
Based on how good Gal Civ is, I'm starting to consider purchasing some of their other "bread and butter" applications as well. Window Blinds sounds pretty cool. I guess I just need to take the plunge and upgrade to Windows XP since the latest version is XP only.
Here is the warning you get (from English.Str): There are rumors on planet %s that an evil force is growing there. Experts say that something terrible is going to happen there. But no one is sure exactly what. Some members of the senate are suggesting that we abandon that colony. Here is the message you get when they take over the colony: An evil force has seized control of %s. In fact the entire star system is now under its control. This dark being is rumored to be ca
This sounds like the "Draginol" event. The event is prefaced by the warning: "A dark force is growing on one of your planets. The Senate encourages you to abandon this colony." This happened to me--fortunately, late enough in the game that I could hold them off. The system had three planets producing 1000 BC per turn and thus building three Dreadnaughts per turn. Fortunately, I was cranking out Overlords and was able to keep the Draginol in check before I destroyed the system w
As always, the bug where the game doesn't correctly calculate your cultural influence when you first load the game is something to look at.
I have a sector with 11 starbases with +2 speed. I have a system with three planets that each produce a constructor on the same turn. When they are first built, they start out with 6/6 movement. If I don't put them in a fleet, then they have 28/6 movement the next turn. If I put them in a fleet, they will just have 6/6 movement the next turn. I think this is a bug?
I'm with you. The game seems considerably harder with sub-normal AI's than with Beginner AI's. I'm sorta holding my own in my current Sub-Normal game. But I've meanwhile started another game at Beginner level to try and work out some of the stuff I've read about here. In my first few games, I didn't sell tech at all. This time around, I'm finding that it helps my economy quite a bit. I hope they fix the diplomacy slider crash bug soon though.
I would tend to agree with you but I'm not sure.
I'm getting crashes with the slider all the time as well. I've been able to get around them each time by first using the scrollbars to adjust the cash/influence amount and then adjusting the slider for the number of months. So far, this is letting me keep playing. I emailed my savegame dir zip and SmartException Log to them. I hope it will be an easy fix.
I loaded up my savegame with the reproducible crash that I had emailed to support with the SmartException log and tried pressing the Insert key. But it didn't help. The game still crashed to the desktop as before. I *did* notice that I could use the scrollbars to adjust downward the trade amount. Afterward, I didn't experience the CTD (Crash to Desktop) phenomenon when trading. Argh. That latest patch added an awesome feature. But these crashes are getting old. I may have to sp
Running the latest version, I have a savegame that produces a crash to desktop every time. The Alterians were operating in the red for several turns. This turn, it shows they have 22 BC. I am trying to sell them 'Battle Armor'. I click 'Battle Armor' on the left. Then, I click in the top right and reduce the monthly amount from 100 BC down to 10 BC. When I try to drag the slider that sets the number of months, the game crashes to the desktop. This is reproducible eve
That would be awesome. I hope someone will make a list of stuff that appears to be hardcoded vs. stuff that is moddable as well.
In my current game, I'm in the same boat with you, BarryB. I built so many Battlecruisers for defense that I looked up one day and saw that I was spending over 200 BC on military representing the maintenance on those ships. For a while there, I had an economic boom and was bringing in 400BC total and spending 200BC on research. When the economic boom ended, I was shocked to see my research drop to just 20BC or less. When I get back to the game this weekend, I'll definitely need to make
If it involves code at all, then it's not a mod, it's a change to the game itself and must be done by the developers. :) Modding can just change the data values that aren't hard coded. For example, there are data files for all the ships and the tech advancements. So, you can create your own ships by just adding/editing a text file. And, you can add extra research by editing a text file. But unless there was a file somewhere that listed the values for other stuff you can create
If you have a planet that has an income of 10 BC and you are dividing your production half and half between military and social, then you have 5 military and 5 social. A 20% production increase should hopefully yield 6 and 6, right? Using your formula, this would be: ((5+5) * 0.20)/3 = 2/3 gain, right? But the actual *expected* gain would be ((5+5) * 0.20) - upkeep of 1 = 2-1 = a gain of 1 BC. I'm not disputing your formula. But I am saying that they seem counter-intui
Aside from making your lower quality planets much easier to invade, do you think the best bet is to move all your population from your PQ 15 to PQ 19 worls to your PQ 20 and above worlds? With the lower population on the PQ BC per turn. Then, for every billion people added to the planets, you will earn an additional 2 BC per month extra until the population reaches, for example, 10 Billion people. At that point, the morale will drop 10 points, and you will be losing 30% BC per Billion. So, you
In order to save money, I'm trying not to build hardly any social improvements on my outlying planets. With the starting racial pick bonus to morale, I can change my government to Republic and still keep those outlying colonies without any morale boosters greater than equal to 50%. But when I change my government to Democracy, they all drop to below 50% and start defecting on me like crazy. Of course, I'll readily admit that I'm still just a beginner and may be missing quite a lot. :)