neutrality learning centers problem has been fixed in patch 1.11... making progress!
taltamir
Items: 1. Hyperwarp Drive (WAAAY off center...) 2. The back left (if looked at from the back) fin connector point on the medium saucer shaped human ship is angled about 5-10 degrees down (which causes any item connected to it to appear angled aswell compared to the other fin which is straight) 3.
the game consitantly crashes when you try to return to it after alt-tabbing to the desktop (in full screen mode)! This does NOT happen when in the main menu (ever), but almost always happens when within an actual game. System: AthlonXP (barton) 2500+ winXP pro corp SP2 creative audigy 1GB of ram Radeon 9800pro with catalyst 6.4
All items get bigger the bigger the hall is.. while it makes sense for some items such as engines it does not make sense for weapons and sensors and colony pods and the like... the real problem however is that miniturazation actually makes items take MORE space (while also increasing the amount of space available on ships). EX: when researching one level of miniturazation my cargo hulls gained 10 extra space, but my best engines changed size from 7 to 8.
all the default colony ships have TWO colony pods instead of one. Eeach colony pod supposedly allows for 500m citizens... two should allow for a whole 1000m. While it would have been much more useful to have a single colony pod and more engines the main problem is that the colony pods do NOT stack and the default colony ship only allows for 500m citizens, while wasting much space and cost on the extra pod!
A bunch of items in the ship design have their connection point off center. If you put one on each side of a symetrical ship it will be immidiatly noticeable that one is taller then the other. This thread is to gather a list of those items so that they may be corrected, if you find anything, post it here. Please make sure you use the latest version of the game though, include the version number and make sure that you started a new game at that version number!
saying "fix it yourself" or stop whining is just worthless trolling... this is the bug report forum, if you have a bug report to make, make it. If you feel like the bug isn't severe (which, admittedly, it isn't) then stay silent and don't pollute the forums with useless posts! ever played the largest galaxy available? when you have over 100 planets then no you CANNOT be bothered... micromanagement kills on uberlarge maps (I max out the warp tech tree on those maps first thing because
The neutrality learning centers produce 22 research and cost 4 maintenance, discovery spheres (the normally highest level research structure) produce 18 research and cost 4 maintenance... There is absolutely no reason why they should NOT replace them and autoupgrade on all planets (not to mention its annoying having them both on the list) Also secret police only gives a +20% to morale (and is a superstructure)... this is a fraction of a regular moral boosting structure (ex, VR c
makes economy that much more important since you cant sell tech for cash anymore
well, there is only so much it can "think" about... it can probably calculate everything it needs in a relatively short amount of time...
i think the description of it should be revised then, make it alittle bit more clear... (instead of starship bonus call it "military construction bonus")
1. The beta specifies it requires activation with your CD key to work, UNLIKE the non beta game... You thought you could do that without an internet connection? 2. You have no access to the internet whatsoever? how did you even get the beta? had a friend download it and burn it on a CD?
EULAs have been upheal in several courts before, so beware. Also, EULAs are horrible, most of them even include a clause stating you automatically agree to any revisions they make to the EULA (its like signing a blank contract). The EULA has also been a tool to eliminate the fair use rights you had (but have no more).
Corwin: did you adjust your spending on military to 0 in the economy tab? if you do that all ships will be on "never" on all your planets.
how is CORE Ships not showing up a problem? core ships = predesigned ships with certain cool look. just make your own custom ships, custom ships are better because you dont research the same techs as the designers of the core ships (so for example, you might have gotten miniturazation by the time you research a tech allowing a core ship that was designed without it, thus you could make a custom ship that is more powerful then that core ship) upon rereading, i found out the AI isn
It would be great if there was an option to hide the extra that are currently on the ship in the component list. Once a design is finalized (sometimes with dozens of parts or even hundreds) there is no need to mess around with the aestetic bits anymore when upgrading the ship... only items that take up space such as weapons and shields and engines and the like should be seen on the item list (so that they could be removed to make room for a newer bette
or click on ALL in shipyard.. you might still be missing some tech you havent thought about, like miniturazation (to make it all fit on one ship) or what have you... there is really no point in using the core ships... obsolete them all and design your own ships... for example, isntead of the standard colony ship that can carry 1000bil people and moves at 1pc/wk i make a colony ship that moves at 3pc/wk and can carry 500bil people and has gre
Could we please have the ability to design ship skeletons? that is design a ship without any engines/weapons/shields/etc that is always available for outfitting from a special tab. Those ships will basically be the core hull + extras + (optionally) core module (ie, colony/constructor/frieghter/sensor/troop module/or none. The skeleton ships should be easy to share or download, and it should be possible to see ALL of them from all your games
using spaces in savegame names and in starship names causes a plethorea of bugs. From crashes, to ship designs showing in build queue that do not exist in the ship design page, to 0byte duplicate saves (saves with the same name as another save but no data which crash if you load them) and a bunch of other bugs...
First, the ultimate bug and its workarounds is to NEVER use spaces in savegame/spaceship names. Using spaces in filesave names or in ship names causes: 1. Most savefile gltiches (duplicates with 0byte size, corrupt saves, crashes on overwrite, etc) 2. Non deletable ships in starport choosing queue (which dont show up on ship design page) 3. Duplicate names of ship designs on starport queue (ie, multiple ships with same name appeared on t
from my experience capital letters cause no problems at all, but I didnt try underscores (I prefer capital letters aestetically to underscores)... I'll try the mouse cursor solution you brought up
Econ bases = Very strong already, great boost to money and production Influence bases = dont use them because i have so much influence anyways, mainly from conquering so many worlds and having ALL the wonders under my name Military bases = very powerful already. A military starbase can boost ships in its influence range, it can increasae their speed, decrease enemy speed, give them s
First, the ultimate workaround is to NEVER use spaces in savegame/spaceship names. This solves: 1. Most savefile gltiches (duplicates with 0byte size, corrupt saves, crashes on overwrite, etc) 2. Non deletable ships in starport choosing queue (which dont show up on ship design) 3. Duplicate names on ship designs (ie, multiple ships with same name appeared on the list, even though they are not in the ship design page) 4. Crashes
My guess is that it works like in the first game. You could set research and construction BOTH to 100% if your economy can support it. Basically you paid 1 credit per base (non percentage bonus) unit of research of construction your planets produced. by building more research facilities or construction yards you increased your empire wide capacity produce; increasing your empire wide expenses. If your production overran your profit (too many
maybe the % chance of an inhabitable planet in abundant setting should be increased some... And set min and max values... (ie... abundant could have a min of 50% and max of 75% inhabitable planets, or some such)