[quote who="PaulLach" reply="1" id="3893332"] I figured-out why the citizens would not load - I only had 4 Control and the game apparently requires 5 Control to load a citizen onto a transport. On my next turn I tried to load a citizen and it worked, but my control went from 6 (4 + 2 from the new month) down to 1. Then I could not load another citizen onto another transport. I think the requirement of 5 Control to load a citizen onto a ship is excessive for the fol
gypsy2299
[quote who="scifi1950" reply="8" id="3893261"] I just noticed that it now costs 5 control to load a citizen on a constructor. What are you trying to accomplish with these changes? Slow down the expansion at the start of the game? There wasn't enough control to use Executive commands as it was. Did you add some source of control points that we're not aware of? This change needs to go in the trash bin asap IMHO.[/quote] It was changed to help the AI as
[quote who="scifi1950" reply="8" id="3893261"] I just noticed that it now costs 5 control to load a citizen on a constructor. What are you trying to accomplish with these changes? Slow down the expansion at the start of the game? There wasn't enough control to use Executive commands as it was. Did you add some source of control points that we're not aware of? This change needs to go in the trash bin asap IMHO.[/quote] It was changed to help the AI as
[quote quoting="post"] Hi Everyone, Sorry if this topic has been discussed before, I'm new to the game and was wondering if there is a way to warn of alien ships in my space without starting a war? I've used the diplomacy and most of the time this works but sometimes I get ignored and they just head deeper into my territory. At this point I want to go and shoot them down but I have to start a war to do so. Anyway to blow the invad
1. The setting for # of hostiles is broke it either does not set the # of Hostiles or does not set them to none when none is chosen Tool-tip seems correct ( I set mine to zero got a Pirate killed my prospector). 2.Tool-tip for Civ Proximity is same as for the # of Hostiles. 3. Tool-tip for Star frequency is the one that should be for #2 Until these minor glitches are fixed I will not be able to participate in the EA. I say minor glitches as I believ
[quote who="RammaStardock" reply="5" id="3893102"] Thanks Paul, this coincides with some other reports, I believe this may be isolated to the new anomalies introduced. [/quote Just like the same thing happened in 1.55
Soon will have it.
[quote who="scifi1950" reply="4" id="3892742"] Hard to say which I like better, but if the rotating feature in the base game was using a lot system resources, I'd say don't go back. [/quote] Agree more System resources slower the turns maybe even one of the causes of turn freeze.
I see others in sector under Civ Prox is the last option on the right the other side of the Galaxy? If not then moving the slider is ok but changing the settings is a solid no go. Of course this is a save breaker since the UI changes,
Set them to rare.
Yup, nother goof.
[quote who="scifi1950" reply="11" id="3892320"] So the secondary problem here is that for every custom race I create, the starting Governor for my Civ homeworld gets malevolence as their ideology. This is obviously broken. It should use the ideology I picked when I created my custom Civ. Malevolence isn't even an ideology in 1.55.377081 Cultural Progression. So Custom Civs is broken under 1.55.377081. At least for me. Try it and see if that's what happens fo
[quote who="Draver" reply="8" id="3892309"] Do you by chance have an orbital prison you can add to one of your colonies ? That'll fix your crime problem for yah! [/quote] That is micro management.
[quote who="scifi1950" reply="6" id="3892306"] Quoting gypsy2299, reply 5 Many times in new 4X games they put something new to add realism. This appears to be one of those cases or at least the way it interacts with the game. Each planet adding to the total is not how it works, 3% on planet A and 3% on planet b,
Many times in new 4X games they put something new to add realism. This appears to be one of those cases or at least the way it interacts with the game. Each planet adding to the total is not how it works, 3% on planet A and 3% on planet b, C, D, and E is not 15% crime but 3% I know this and I barely passed High School math. 50+ years ago.
Why I will not even download my Grocery Store apps.[e digicons]B)[/e]
[quote who="scifi1950" reply="2" id="3892218"] Quoting gypsy2299, reply 1 Known bug wish they would fix it been two months. This is from todays update? Can't imagine it goes over very well with the regular players who play the same version for weeks waiting for an official update. <b
Known bug wish they would fix it been two months. This is from todays update?
[quote quoting="post"] The first screen snapshot shows the item I am researching and how long it will take to complete. The second screen snapshot shows the results from surveying which grants some unknown amount of research. The third screen snapshot shows that I am still researching the same item, but it will now take 9 months. The time to complete the research did not really go up, but the display says it did. Seems like a bug. <img sr
[quote who="Frogboy" reply="3" id="3892002"] I think this will have to wait. It's a bit of an edge case. I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we can make it...er player proof. [/quote] One thing that might help would be to move the Civ Cap to the far left so it was in the first slot. That was what confused me at first.
[quote quoting="post"] In thin Insider Edition, 3 cultural trees were removed. Opportunity (my 2nd Favorite) and the one where you could reduce pollution and crime (my 3rd favorite). Then the tree with the choice for extended Starbase range. Please bring them back! [/quote] Opportunity the only good perks in the culture and the Starbase range perk along with the research tree Progressive tree now. Put them back in and I don't care if the cost stays as insanely high as
[quote who="scifi1950" reply="12" id="3891739"] Quoting Frogboy, reply 10 There are a lot of ways to get more flag ships. For instance, most of the hero ships (commanders) can survey anomalies. There are also various anomalies that will give you a survey module. <div cl
[quote who="KarlEngler" reply="7" id="3891636"] I’m playing standard Supernova and I have about 20. I used the following exploit. When I got the Prospector ship reward, I didn’t build it but instead went into ship designer and built a new design based on it and called it another name. I was then able to keep building them and they are classified flag ship. [/quote] Pops up from beside a bush "Interesting very interesting". I got a Prospector in my l
[quote who="scifi1950" reply="5" id="3891559"] gypsy2299 - It is hard to read. I should leave the picture in zoomed out mode when I'm only referring to a small portion of screen. [/quote] Have not been able to play much of 1.55 so the change to the layout is not that familiar to me but still I was looking for those numbers and missed them. I am ghost88 on Discord and Steam so have not been able to play much as I do have a volunteer job on those two forums. I
[quote who="DivineWrath" reply="2" id="3891529"] The OP has 11 citizens. The 11th citizen would be on row 3, which the OP can't access. FYI, if you had capacity for 11 citizens, but then reduce it, the extra citizen does not disappear. [/quote] Missed the 11/10 font was small. So my bad.