Not sure I follow here. You have a planet cap of 10.5 cits. You have 10 cits on your screen. So what cits are missing? you cannot have an one half cit. Never mind you are talking about changing their jobs?
gypsy2299
[quote who="PaulLach" reply="7" id="3891511"] I also noticed this new planet is the start system to the right of my home world: Is the new planet hard to see? This is another problem with the current method of displaying planet labels. Currently, if you move your cursor directly over any part of a planet label, the planet label disappears, allowing you to
Had this event and the planet appeared in my home system.
[quote quoting="post"] I just started a new game as the Yor under 1.55.376713.1 and I noticed 2 Artifacts near my home world. However, if you look closely at the 2 Artifacts, the icons are slightly different (see the screen snapshot below). When you hover over them, they both show the same popup describing them as Artifacts. Are the different icons supposed to convey information about the types of artifacts that they are? If so, shouldn't the popups be different?&
[quote who="Stalker0" reply="9" id="3891410"] Quoting Frogboy, reply 8 Quoting scifi1950, reply 4 Well, you sure made pi
Frogboy, You forgot #4 point defense shoot arrows, catapults, bullets at those attacking you. Landmines, Claymore mines, punji stakes, Smoke screens are all modern PD for land warfare. Anti aircraft guns/ missiles as pd against aircraft. Conversely the only real defense against kinetics is evasion as any ship hit by a rock coming at a significant % of the speed of light is going to know it has been nudged if it survives. Speaking of Kinetics because drop
[quote who="KarlEngler" reply="5" id="3891395"] I wholeheartedly agree with the above assessment from Valkdvdr. Experts know so much that they omit steps they feel are obvious, but if you are a new person playing, they are not obvious. This is my observation having sold technical software for 30+ years. [/quote] Agree when I was in the Army every once in awhile we would get a newbee who had no ability to retain what he was taught. That is why you will see me ma
I keep telling the Devs if it ain't broke don't fix it the culture feature wasn't broke but they "fixed" it.
[quote who="scifi1950" reply="4" id="3891320"] Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick. I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth. [/quote] Yeah the cost of culture inflation is such a great addition now I can completely ignore this feature a
[quote who="Zuell" reply="3" id="3891159"] Even if you click disable, they reinstate every time you load the game. [/quote] Verify your files, I have had them reset after an update but never on exit then restart. This leads me to believe there is something wrong with your install, files missing. If this does not work you are going to need Tech Support's help;
OP fixed his problem as was posted on Steam edited the xml files. Should have just been able to unselect tutorials and the screen explanations, but for some reason it did not work in OPs case.
Food for thought while Laser/phaser type weapons would be immune to most Point Defense. Anti-missile-missiles and Kinetics could be effective against both missile and kinetic weapons. Anti missiles could have a decent chance at blowing up both as would a rapid-fire Kinetic weapon. Also I believe Chaff would disperse some of a light weapons power.
[quote who="Halicide" reply="27" id="3890380"] Quoting pixelcowboy, reply 25 IMO this is a really weird question to ask during an Early Access. Game as it currently is lacks a lot of polish, content, and many promised features aren't working or implemented. If the choice is between finishing the game or having a campaign,
Standalone DLC after Supernova is released.
Starbases changed with 1.51 soon they will be able to attack invaders in range.
[quote who="scifi1950" reply="2" id="3888817"] I always have everything set to Max, so there should have been plenty of sectors for everyone to spread out. I only play with max 8 other civs for the same reason. I don't care about minors, they're non-entities at this point. But there was no way with my settings that a Civ should have been able to establish that kind of foothold that early in a game. [/quote] Was that Civ the Navigators? They start with the a
Until they release a Map Editor far will have no real meaning other than it is the one distance setting where no major Civ will be in your home sector if you have more than one. I only ask the following Questions because this might be depending on your other settings an expected result. 1How many sectors? 2How many AI? 3How many minors? 1If one sector the other Civs are going to be all over you. 2 The more you have the closer they will be to you
[quote quoting="post"] 1st game in Supernova 1.51. Turn 110 and I still have not seen a Relic. The only Artifact I have discovered is the one that was on my home planet. My flagship gets multiple Diablo Catalysts (good for money early in the game) and Stealth Fields (always a keeper), but not a single Artifact. Not sure what the occurance setting is, but I would think I would have seen at least 1 in 10-15 tries. <a href="https://www.dropbox.com/s/q2fera
[quote quoting="post"] Doesn't really make sense for the Planetfall tile to be present on a homeworld. [/quote] Agree.
[quote quoting="post"] There is something odd going on with civilization placement on map generation. Here are my options for the game And here is the result <img style="cursor: pointer;" src="https://cdn.stardock.us/forums/38/44/3844697/3cd99bd3-bc25-454e-86bc-c06421e98ed7.jpg" width="651" height="
[quote who="V3N0M2583" reply="3" id="3888512"] If the AI can generate quests, does that mean in the future all diplomacy could be done via GPT? [/quote] Is one of the things being discussed on Discord.
[quote who="PaulLach" reply="3" id="3888467"] Another property of the Terror Star that I hadn't realized existed was that it can move 3 cells per turn. This means that it can be constructed in your own ZOC and then moved to the star that you want to destroy. Given that nothing else that a constructor can build can move, the fact that the Terror Star can move is not intuitive. Also, the fact that it can only move 3 cells per turn means that it is not going to be a very us
[quote who="RammaStardock" reply="1" id="3888460"] This could definitely be an interesting way to streamline things [/quote] Note I am not asking for this version as this is a whole new shipbuilder but to put in the Ideas To Discuss for the next one as well as I think a logical next step for using the AI.
Disagree they should just not be able to go into unexplored territory, they must have a target before "sailing" and if this can be programed must route through explored areas.