I have seen the AI design battleships (actually it was mostly defenders) with shields, armor, PD, and no weapons whatsoever (so killing them was a given). I have to assume tthis is a bug
taltamir
there is no way to do so... i dont think the option would be given...
luck of the draw my man.. luck of the draw... Besides, you can always play a CUSTOM map where things are predefined.
evil is the exclusive way to gaiing bonuses when colonizing planets, and that is intentional! being good causes you penalties to individual planets, but you get bonuses and benefits in diplomacy. (ie, good races will ally with you against evil races, evil races will NOT ally with another evil race)...
this will not conflict with the storyline. He suggest an autocolonize algorithm where your ships would colonize planets you know of, not planets that are hidden from view (besides, steller cartography is THE cheapest tech in the game and is always researched early on, or traded for). Furthermore, I don't see it making horrible mistakes if it can be set to "colonize closest, highest level planets first"... where it basically goes down the list of planet quality for planets in range, an
The rename dialogue upon colonization of a planet is rather unnecessary, and quite annoying. It is especially bothersome when playing a huge galaxy where hundreds of planets are colonized. It is possible to rename planets at any times anyways, so why not make the popup rename dialogue optional?
I tried fixing it myself using the PlanetImprovements.xml only to find it doesn't work properly. The PlanetImprovements.xml does not allow a building to be set as the upgrade of more then one individual building. Setting it to the highest (Discovery Spheres) runs into problems if the learning centers are researched before any higher lever (but worse) tech.
bump
so basically, it loads the wrong game...
actually... it WAS... it was his first game and he had no idea those buttons existed until i told him "hi... you are missing buttons, they are invisible because you choose black interface color"
ok here is what needs to be done. 1. Make all weapons/sensors/colony/constructor/etc have a fixed sized which is relative large. (ex, lock them to the size on a medium or large ship, with no bonuses) 2. Make other systesm (life support, shields, armor, etc) be locked to a hull size, not the amount of space available (ie, large). 3. Make miniturazation bonuses smaller. (ie, +5 instead of +15) it will take some rebalancing. However, without TOTAL rebalaci
the original colony ship is designed as if it really has 2 colony pods, it only has a base speed of 1 and normal range. Original Colony Design: 1 colony pod 1 hyperdrive (11 space each) 3 basic support (4 space each) and 7 empty space. A better but not ideal design (add another support to use up that empty space): 1 colony pod 1 hyperdrive 4 basic support 3 empty space Ideal design (take one support off and add a hyperdrive
i just played a new game that was started with patch 1.11 and it seems like the learning centers are NOT fixed despite the patch notes saying it is!
what you should do is finish playing the old game, THEN upgrade to the new version... if you need to, downgrade, finish the old game, then start playing... You can get away with playing v1.10 game on 1.11 i think, but a 1.0x would be very problematic...
neutrality learning center is researchable after invention matrix but before discovery sphere. If researched first then the invention centers will not upgrade to learning centers, they will upgrade to discovery sphere when it is researched (despite neutrality center being available) and that is it. Neutrality learning centers should probably only be researched after discovery sphere, alternatively, they should upgrade both discovery spheres and invention matrix, and have discovery sph
at the lower difficulty levels -2000 is the max negative you can have.... so you can purchase uber expansive items and have it set it back to -2000 at your next turn. (abit annoying on the largest galaxy where your econmy could easily be rolling 5000-10,000bc a turn and you want to do some "minor" (eg, 3000 or so) deficit spending, because the next turn you only "earn" enough to set it to -2000 instead of your real income...) Iow moral occurs ONLY if you had deficit for a long time (i
well, if we can compose a LIST of them then they could be fixed... One simple fix is to take every ship in the game, make a crosssection of it, and flip it over. As for the components.. some are rediculously off center, the hyperwarp drive for example can literaly be an inch off if you make it max size.
actually it was my roomate who did it... and he had to start the game over because it was unplayable and impossible to change within the game... This is a bug!
If your civ has a planet quality bonus and you choose neutrality your planet's quality will be displayed correclty but you will have unlocked tiles as if you did not have that civilization bonus. (EX, +10% to planet quality on custom civ which gets neutrality, the level 11 (10+1) home planet will now display level 15, but will only have 14 build slots!) If you purchase orbital terraformers (I actually selected an occupied location, clicked on orbital formers, and clicked on buy..) the
when I select to continue the campaign it continues the last game I played (either campaign or non campaign). "Restart Level" works properly but not the continue.
when I select to continue the campaign it continues the last game I played (either campaign or non campaign). "Restart Level" works properly but not the continue.
The ability to use tech trading in the main campaign seem to be controlled by the last normal game you play. If you select to disallow tech trading on the last game then its disallowed on the next campaign game you play, if you select to allow it then it is allowed. There is no button to change it in the campaign itself.
if you select your interface color to be black you cannot see most of the buttons in the game (such as the focus button)