Raywind

Raywind

Joined Member # 2466959
0 Posts 0 Replies 111 Reputation

That wasn't even the original problem. The original difficulty is that once you've reasearched an upgraded form of the building, that is the *only* form you can produce! It takes either massive amounts of cash, or several years to get a freshly-colonized (Or conquored) planet up and running once you're in the MC to IS stage.

15 Replies 5,694 Views

Full transports will not *always* be returned. I know that I have attacked with multiple transports, used information warefare, and ended up with more troops then I started with. However, those extras, and one loaded transport would end up on the planet. On other occasions, all of my transports will still be available, and only the extras will be on-planet.

6 Replies 5,602 Views

Actually... even if you 'fleet' your ships, and then return them to orbit, unless you have the Planetary Improvement that *ALLOWS* Fleet Defense.. then your ships will be picked off one by one. You cannot defend a planet with an orbital fleet unless you have one of the specific improvements built on the planet.

2 Replies 1,683 Views

I've had some really weird results on the Military column at the end of several games. I've obviously destroyed everyone, with 500+ kills, and 10-20 losses, yet my score is barely above that of my subject races.. or sometimes I'm even second place after scoring a conquest victory.

3 Replies 4,479 Views

During one of my games, the UP set a 5% income tax on empires that went to war while this 'law' was in effect. During a war, when I checked my empire screen, it had me labled as a 5bc expenditure for the tax, while my income was several thousand BC. This kept on throughout the entire game, just a flat 5bc deduction for the tax. EDIT - This was using the 1.11 patch.

0 Replies 2,079 Views

The original post was a bit odd... but it is true that the economy sliders work a bit unintuitively. It's quite possible to have two sliders all the way at maximum, and the third one at about one-third along the length with the actual ratios being 50, 50, 0. The position of the sliders have only a vague resemblance to the numbers they are supposed to represent.

20 Replies 10,911 Views

I wish there was an ability that would let me upgrade a certain 'type' of component. Say I've got 5 beam weapons on a ship, and I want them upgraded to the next level. Right now, I have to right-click-remove each of them independantly, and then go back and add five new modules.

7 Replies 5,252 Views

Yes, this happened to me, as well. Something set my spending levels to several billion, so I recieved every Tech I was researching, as well as my planets finishing their current project in one turn. However, since I spent so much, I went billions into the negative and couldn't do anything anymore.

9 Replies 5,333 Views

Twice now, I've flipped opposing planets that had a single industry building on a +100% bonus square, and have recieved no production from that building. The only industry that is produced, is from the original colony building. While the Summary page lists the Factory and the bonus square, I get no actual production at all, even if I demolish the factory and rebuild.

2 Replies 4,364 Views

It comes down to, basically, because you're playing the Humans, and they don't know deflector technology yet. Later on in the campaign, your 'allies' give you several ships with shields, and the technology to research them.

3 Replies 6,130 Views

I started a new game after upgrading to v1.1, and I have a problem like this, as well. I can upgrade a user-created ship, and when adding components, they require the listed amount of space to be available, but do not actually take up the full amount. For example, a 10 space piece will not install on a 52/60 design, but might take me from 50 to 58 spaces used.

16 Replies 7,928 Views

Instead of having an Empire-wide set of sliders for Research, Social, and Military spending, is there any way we could get a set of sliders for each planet? Right now, that's about the biggest gripe that I have, in that I do not get full value from the buildings that I construct. Also, if one or two planets need to build something, I might have to adjust the ratios for my entire empire. That just doesn't seem terribly rational.

5 Replies 4,826 Views

Does this building actually work at all? I've had several opposing colonies on the point of rebellion, at Influence ratios of 5x-9x for more then 20 turns now, and they still refuse to come to my side. This achievement is supposed to make sure unhappy colonies almost immediately defect.

13 Replies 8,574 Views

Another reason is that real minaturization is not being applied correctly. Why make the ship have more space and then the weapons are bigger than before. If you have real minaturization would it not apply to everything that you are building. The further you follow the tree the smaller the previous weapons are supposed to become.

24 Replies 20,061 Views

Is it just me, or does it tend to look like any reasonably-sized battle devolves into a game of 3d 'Bumper Cars'? .. All of the ships just seem to collide into each other and stop, then slowly break away from the others, only to almost immediately collide again. It's really kind of silly looking.

9 Replies 6,646 Views

Once you have researched an upgraded version of the basic building types, is there any way to go back and build the previous versions? For example, I've researched up to 'Manufacturing Center', or higher, and I've just conquored a new world that had hardly anything built on it. I would like to get it's manufacturing capibilities up to speed, but the only thing I can build are the huge MC's that would take 30-60 turns to complete.

2 Replies 3,446 Views