taltamir

taltamir

Joined Member # 2334181
15 Posts 295 Replies 29,040 Reputation

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)...

20 Replies 17,235 Views

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

4 Replies 7,573 Views

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?

3 Replies 6,381 Views

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.

32 Replies 9,465 Views

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"

34 Replies 9,261 Views

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

9 Replies 4,114 Views

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

11 Replies 7,949 Views

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...

3 Replies 3,796 Views

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

15 Replies 5,161 Views

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

11 Replies 4,409 Views

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.

4 Replies 2,205 Views

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!

34 Replies 9,261 Views

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

3 Replies 3,665 Views

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.

6 Replies 3,330 Views