Destroying colony ships/transports that are in orbit reduces the population of the star system.
Ransom Richardson
Just circumstantial evidence, but I had this problem in one game when I had creativity. After that I decided not to take creativity and found that forcing the screen to refresh (F6-F4-F6) works fine. Interstellar, if you are seleting creativity you may want to try without it. You will still need to force the refresh though.
"There is only one ship creation module and 1 battle module in the game. It makes no distinction who the player is." Then why did the "=" bug a little while ago only cause one alien species to get lots of constructors?
Popup Target, in another thread it was confirmed that planetary defenses only affect soldiers, not ships in orbit. I have also heard that being in orbit increases a ship's attack, but haven't seen this confirmed. Nor have I heard what order various bonuses are applied. (If the orbital attack bonus is applied before the bonus for a defender with higher defense than attack, it could actually be a penalty.) In 1.02, planetary improvements that helped ship quality improved attack, defens
#12: "Let's not forget that defending ships in orbit get a 60% bonus to attack but nothing to defense." Is this true? I haven't heard anything else about it. Is the 60% applied before or after the attack bonus for having a higher defense than attack. I.e. would an att 4 def 5 ship end up with (4 + 5/2) * 1.6 = 10 attack or with 4 * 1.6 = 6 att, which is then greater than the defense, so no defence bonus?
This morning I went back to just before I won my last two games, finished them and resubmitted the scores. The new scores (with 1.03A) were about 1/3 of what they had been with 1.02. My masochistic win on large was less that 600 points.
Thanks, CariElf. So that means that if you build a shipyard it immediately improves all ships that had previously been built on the planet as well as any new ships that are built. Good to know.
"-fixed ships not saving home colony (should fix missing bonuses problem)" Does this mean that if you build a shipyard it will affect ships that were already launched? If so, does it only happen once you reload a save game?
Snuis, you can submit resigned games to the metaverse. Just resign by giving all your systems to your favorite alien. That's how I got the glorious loss on my record! (And hopefully tipped the scales against those $%#&* Drenigan when the computer finished the game on its own.) So that this isn't off-topic here are some more suggestions: - Fix how the AI calculates military strength (see other threads on this topic). - Have ships have full sensor range even when in o
-An option to have the entire galaxy known (but still fogged) at the start. Then you wouldn't need to scout it all out, which after a couple of games gets tedious. You'd still need scouts/sensors to keep tabs on aliens. (If this is too unbalancing for metaverse scores you could have it cost some ability points in the race customization). -Fix save games so that they take you back to the same state you were in. (Fix the problem with culture and the loss of ship bonuses from shipyards
I just played my first game on gigantic. I spent almost all the game moving my scouts around trying to discover new resources. In previous games I've found that even if I get the Eyes of the Universe, I spend an indordinate amount of time exploring. It's getting a little tedious. Does anyone have good strategies for automating exploration?
If there is an error connecting/submitting the the metaverse then the game should display an error message. My first game was lost in the ether. I had read about people having issue submitting scores, so I had saved it right before the end. But when I went back to win (cultural victory) again and try to submit again I didn't win the next turn and then someone declared war on me. I grew tired of playing a game that I'd already won. It would have been nice to know what went wrong so t
I've only noticed this when I'm building a tradegood/wonder that another species builds before me. It would be nice if the game would pick the next project in your queue when this happens or took you to the planet screen.
It would be nice if the resource was still visible even if another empire takes it. Now I need to keep a paper with a list of all resources so that I know where to send my Dreadnoughts.
I just verified that in 1.02 I did get the correct bonus when I built my ship, but it was lost when I loaded a save game. Thanks for bringing this to my attention - now I know not to bother with these buildings. Does anyone know if this is fixed in 1.03?
I've noticed this too. I think the problem is that moving the slider does not always adjust the research spending until the screen is reloaded. So as a result of this, I've seen the research screen say next month, switched back to the economy screen and then back to the research screen and had it say 1 month. So now when adjusting research production I now always watch the actual spending (in bc not %). Then to make sure I do an extra switch between the spending screen and the resear
I'm just a noob... But it seems like requiring advanced constructors to build lots of modules is: Since starbases stack, it would actually encourage the player to build lots of starbases with a few modules instead of having a few with lots of modules. That way they could get all the benefit without needing advanced constructors. It seems like there either needs to be a limit on the number of starbases or logistics or a limit on stacking or have some type of maintenance. <BR