8th December seems like a more accurate estimate. The current beta really isn't playable. (I give details in a separate post.)
fsk5809
Does Windowed Mode exist (w command line option, like in GalCiv)? Is there a manual? For some reason, the Political Machine forum isn't remembering my GalCiv/drengin.net account. I really shouldn't have to log in again.
If you surround a planet with ships, that planet can still launch ships. (the bug that was fixed) However, nobody can land any ships on that planet. If you want to protect a weak minor that is your trading partner, surround their planet with 8 freighters. The AI will mass its ships around the minors' planet, but be unable to invade. If you are doing this, I prefer freighters to scouts, as scouts have a mainenance of 1, but freighters have a maintenance of 0.
You could have built a starbase to extend your range. Then you would be able to reach more planets. Or, you could have colonized a lousy planet to extend your range. Abandon the planet when you've colonized a good planet and improved your range.
I meant the difference between 1.49M[b].003 and 1.49M[b].002.
Frogboy says: [quote]The final game will not require much more in terms of updates. Most of the 20 megs you had to download were the new screens and ships.[/quote] Not true - I always "download and archive", to protect myself in the even of a bad release (it has happened). Using that feature forces me to re-download every file every single time.
This version showed up without announcement or explanation. What changed?
I think that "new minor civs" should get ability bonuses to help them survive: - high racial abilities - a better planet than the PQ 16 they usually get (but why would such a nice planet remain undiscovered?) - trade routes already in place when they are created - an alliance with a major in place when they are created
Wasn't "Elemental" supposed to be a "Master of Magic"-type game?
[quote]I'm planning to creating a scenerio where every major race starts with a class 300 planet, just to see what kind of insanity results. [/quote] What I would want from a scenario would be for each race to start with a class 300 planet, but make the rest of the galaxy random. The scripting currently available in the editor isn't good enough. You can create a random map and change the homeworlds to class 300, but you can't start with class 300 homeworlds and then generate a random
If you want to play a game where you can crush the AI without effort, just play cakewalk. Gradually increase the difficulty until you start losing.
But auto-archive is extremely inefficient. It redownloads every single file, even if the file is in a prior archive.
What about a date for fixing the "no metaverse submission" bug in 1.49K? The workaround suggested by CariElf (edit your preferences file) doesn't work. Really, there should be an option to rollback to an older version.
I usually "download and archive" so I can back out to an older version. I forgot to this time, and am regretting it. Yes, Stardock should offer drengin.net subscribers the feature of playing an older version, especially an older stable version when there's a bugged version. Every once in awhile, I have nostalgia for a game of 1.02. It would be nice to be able to go back.
If the minor is exactly 2 squares away from Earth and you make the shortest-possible trade route (only 1 turn per roundrip), you get a trade route with ZERO income.
[quote]I find that keeping the minors alive sometimes spells the difference between losing and winning.[/quote] There's a cheesy tactic that helps here. Surround the minor-civ's home planet with 8 freighters (upkeep 0!). They can't be invaded. As long as they're not susceptible to culture-flipping, they're guaranteed to stay in the game (Alexians have low cultural resistance; Carinoids are nigh-unflippable with the recent culture changes). The AIs don't appear to object to a
See the "morale tips" sticky thread at the top of this forum.
In the latest beta, I completed a normal game (not a mission), but I was not allowed to submit the score to the metaverse. The error message was that the metaverse for missions was not enabled yet.
I like tiny/rare for quick games.
You'll only receive a demand to turn over the starbase if the AI equal or ahead of you in military power. If you dominate the other AI militarily, they won't ask for a handover (or won't go to war if you refuse). Another advantage of building the starbase in the same sector as the enemy planet is that you can also put +production modules on it, for after you flip the planet.
Why does everything have a new version # in Stardock Central. For example, The Corporate Machine went from 1.20.006 to 1.20.007. Was there really a change? The history doesn't say. It is annoying for me, because I "download and archive" to keep a backup on my PC.
Another thing I'd like to be able to specify on tiny/rare: no two majors start in the same sector. If I start in the same sector as another major, I can't build a military without getting the other AI mad at me.
AP really doesn't have scripting that sophisticated. I want to specify certain conditions and THEN have a random map be generated. AP only lets me generate a random map and then edit it. What I want: - Generate a random map, subject to restriction that each race gets a 20 PQ homeworld, with no other inhabitable planets. AP doesn't allow scripting like that.
I play mostly tiny/rare, and the outcome seems to be primarily determined by starting position. Whichever race gets a 2nd planet winds up dominating. What I would like to see is a "equal starting positions" feature for tiny/rare. Each race starts on a PQ20 planet, and there are guaranteed to be no other uninhabited PQ 15+ planets.
Rally points still aren't being saved/restored properly in a savegame.