In any case, I would gladly welcome any other system than the current one
PocusFr
I would not say that is such 'colorful' way, but ... yes it can have been better. Developers should perhaps play others games and compare?
this is right I'm in 1.19m, so this explain. You also mean that with 1.20 official patch, I can revert to offline? thanks!
Hi, I'm unable to play Elemental offline, how can I do that? I'll be in a few days without internet during some days and would have liked to play it on my laptop while I travel. Also, I'm unable to log out from within the game, I would like to not have my achievements tracked, but it is not possible to log out once logged in, or I did not find the solution? Any help appreciated, thanks!
thanks. Now I see how it is done. RIP.
Hi, Where do I find the files governing it? I really don't like much the names generated. It as if a bunch of letters are taken by pure chance and assembled into weird words... Thanks in advance.
Same for me, the game presents the bug and I quitted by campaign because of that. When can we expect a fix?
Hello all, I'm rather advanced in a Gigantic game, and the Korx AI don't build a single combat ship (defence rating 0) but only loads of troops transports to defend its world! Its empire is quite big though, so it has the resources to do so. screenshot of the situation: HW defended by 5 transports, a quite usual garrison for the Korx AI...
Any added insight from the Team, or from a Beta? The question surely must have been raised in the beta phase and answered.
I guess it is a strong design decision from the team. Productions points can't be carried-over the next item (even if the points are not costing BC). I fail to see how it can be good on a micro-management stand point. Standard example is a colony ship 99% complete which need one more turn to finish. The next ship will restart at 0% completion thus. In such case the player have two options, depending of his willingness to commit into tedious micro-management: 'laisse
Hi there, The manual is really misleading (or I don't know how to read it). It says that you match each weapon against the defence, and if the defence is not of the appropriate type, you square the randomised defence roll. So far, so good. But : 1- If I have a mix of defence, how it is computed? 2 - If you randomize each weapon attack (from 1 to its nominal value) and you does the same for the sum of all defence, it should means that a weapon with power 1 can never byp
Hehe... I knew this crystal shield around earth reminded me heavily of something :-) ...why not instead create a story where some Terran rebels fight an evil empire commanded by Psionic Knights? oops :-)
this explains what I see at least, thanks for your answer.
Hi there, I have started the ToA campaign and I'm surprised at how fast the Korath can have Small Hull with 9 or 11 laser rating! How can this even be possible? I'm still with Small with 2 attack and 2 defence, and they manage to have 11 laser points on a ship? Perhaps the vets can explain that too me :) Thanks in advance.
yes it last the whole game. And this is 100% reproducible. Thanks Kryo for the update.
Somebody there? I got no reply to my mail either ??
Indeed, this is a commong bug, at least in all my games. Strange it is not reported yet. Here you go, you will see several examples of erroneous FOW removal: http://archon.free.fr/temp/out_of_FOW.rar (sent in mail too)
sigh. So there is a diminishing return at least?
Hi, If I understand well the loopholes of the trade routes system, in order to maximize your econ, you have to: a) create all trade routes from the same planet (A) toward the same planet (B) b) put 4 maxxed trade SB in all sectors which are close enough to the SAME segment of the trade route. Am I right? I would be relieved to know that for (a), you get a diminishing return if several freighters are doing the same exact route. At the very least. From
I agree too. This is also a very capitalistic approach (well I'm one in real life, don't mistake me ) to have all features boils down to who has the best economy. One could have imagined something more fun for the creation of spy networks eg.
Hi! Problem is that the production (social, whatever) don't show any bonus. Put someting in production, and check again. BR, Iztok Ahah, I now understand. You don't get the bonus if you use a carry-over technique from social to military (I have my settings at 1%-50%-49% all the time). I wonder why though. Not a bug, but a strange WAD so. Not the fir
I can produce a saved game with such a bug. Does it interest the dev team?
OK makes sense, the manual could have used a sentence on that feature though! And what about planet subversion, do I have to plaster a particular planet with spies to have it riot potentially? Look logical given the first feature. Thanks for the answer.
What I'm missing? Many things no doubt In Dreadlord, a slider existed to invest credits into the espionage level of a given civ. In DA, only spies remains? But how can I steal techs or subvert planets, as the DA-updated manual stipulate? And how I can raise to LOW espionage level, as indicated in the information screen of a race, so to see some basics general infos on an empire
Hi, I'm at loss about this one. This can't be a bug, this is so blatant. I have my planets showing (in the detail panel) that they get production bonus from nearby SB. So far, so good. Problem is that the production (social, whatever) don't show any bonus. Simple. What am I missing? I can show you some screenshots if not convinced.