Vorlin_Varelse (post 117) - Your problem is like what I was getting in the Beta and Gamma. Cari had a devil of a time trying (unsuccessfully) to reproduce it. For a while we thought it might have been something to do with my PC or OS. So here is what I have: My PC is an AMD 1GH, the display is a GForce2. My OS is WinME. My galaxy size I was using was gigantic with abundant planets, and the problem occured towards end game with a huge number of planets (over 400) and ships (over 300,
Lucky_Jack
I did not see this problem in this thread (I could have missed it), but since I am the only one that ever ran into the missing system planet list problem I guess I am the only one that will see this one. The entire right side of the display failed to complete a switch from something (I think the planet list of a defection screen). The boudaries were there, but the graph, mini-view, event list, stacked ship list, and the "turn" button were all missing. Also, the "find" button was missin
Is this the only thread that has SE reports? I have looked through what I could find in this thread for one similar to the one I just got and did not find one. May I suggest a separate thread just for crashes? This one happened rather abruptly, and I wasn't exactly paying attention to what was going on at the time. What I remember is pressing the "turn" key (autoturn = off) and the start of the research completion GNN. Then it crashed. I hadn't even had time to get the pointer
There are a lot of good thoughts in the above posts. However, I agree with Brad's views on not liking _unrational_ limiting of the number of star bases. I can see some limitation if it is "believable". 1). Such as star bases that give a sector a production boost should cost something, or even be limited in number. The idea behind this is that even increased productivity has a cost. a) More efficient manufacturing equipment costs more to own and run, but produces more per cost than
Re: deorbiting ships onto tiles with foreign ships, I just had this happen with a ship from a planet that I colonized. All of these de-orbits onto tiles occupied by foreign ships so far have been autolaunches.
With the latest level (1.02.049) my constructors de-orbit from planets that defected to me on top of the ships that were de-orbited from that planet when the planet defected. This makes it very difficult to find and select a specific ship if it is in the "foreign" stack. This is also a changed behavior from previous levels.
There is still a problem with the timing of the new turn screens under certain conditions. After a defection to me and a research completion the research selection screen is immediately overlayed with the GNN screen for the project completion list. This has been happening for quite a while.
Go to the planet detail screen. You can select and discard completed social projects there. The completed social projects are in the upper left side of the screen. When you select one of the completed projects a description and a "cancel project" button will appear. ~SDC~
Making them dependent on you helps too. Send freighters to their planets and make them dependent on your trade routes. ~SDC~
Have you looked at the description of this tech? It says that the only stars you could produce are only useful as interstellar litter (white dwarf stars). It also says that the energy needed to create such a star is so high it would wipe out several solar systems. ~SDC~
I think the manufacturing (including research) boost is also 20%. I think I read it somewhere. ~SDC~
The AIs know about this one. Just wait until they do it to you. ~SDC~
If your star base is not built on a resource the mining upgrades can not be built. The production upgrades improve the manufacturing (military and social) capabilities of all planets in the same sector. Star prestige and influence, AFAICT, have the same results. The usage in sentences is what dictates the use of one word in preference of another. Increasing ones prestige, after all, does increase ones influence with others. ~SDC~
1). Don't sweat it unless your overall morale drops near or below 60%. I have had games where my morale dropped below 55% and still held the senate, and times where it dropped below 58% and lost the senate. 2). In additon to colonization there are two ways to extend your range: a). research the range extending techs "controlled gravity" and "gravity mastering" (see JavaScout's tech tree documents for prereques), b). build constructors and send them to the edge of your current range and
I tried it too, and in looking at how it works it looks very much like an unanticipated affect of code that works as intended. I can't see anything particularly buggy about it. During the beta Brad stated that adding code to prevent every single cheesy trick that we find is impracticle. He and Cari did fix many bugs that did give rather cheesy results. But these were traced to legitimate coding errors. However, what I am seeing in this tactic is that it gives a rather overwhe
You didn't say, but it sounds like your treasury went negative. When that happens the morale of your planets starts sliding. If it drops below -$500BC morale falls like a rock. Watch your net income like a hawk. Don't let your treasury go below $100BC at the beginning of a game, and keep more in researve as the game progresses. Trade with the minor races as much as you can for cash (but keep the techs and trade goods that improve diplomacy to yourself). Trade the trade goods for cash to the majo
Have you seen the attack strategies yet? There are several of them. ~SDC~
I think this should be reported as a bug. Are your two transports in a fleet? ~SDC~
KiloOhm, For some reason range extension by star bases or colonizing planets takes a turn to take affect (not sure why, but it may be some rationalization of having to build up the new planet/star base's supplies). So the question becomes, do you see this lack of range extention only during the current turn? Or does it fail to extend the range for the next turn as well (another problem I have seen is an apparent lack of range extension for the first ship moved during the next turn). <
The star is undefended. ~SDC~
I don't think they do. I just don't understand why anyone cares if their real name is available in some way unless they have nefarious intents. ~SDC~
As I understand it, there are no "race modifications". A bonus setting at startup that is available to the AIs is available to the human player, and I don't remember one for planet quality (maybe I missed it). However, there is an event that any player, AI or human, can experience that boosts the initial quality of planets when you colonize them. Another possibility is when you invaded you have a number of attack options. Some of these can degrade the quality of the planets in the syst
It changes to terran graphics. It makes it easier to know your enemies this way. Think of the recognition problems you would have if it didn't. Can you imagine having two battleships next to each other one looking like a terran battleship, the other like a drengin battleship, and panicing because the terran graphic just moved into range of the drengin looking one? ~SDC~
I really don't understand this fear of people knowing your name. It makes me think of what the phone industry did when they introduced "callerID blocking". It was touted as a protection for the individual telephone customers, but the only people it protected was the telemarketers. ~SDC~
I think the Stardock people are still working on getting this option ready. ~SDC~