Well, yeah, that's why it's only one of the possible options I listed. Whenever I've reloaded after a mega event, the same mega event didn't happen again, so that's the second thing I suggested. The third is just go with it - which is what I usually do.
Phaedyme
Turn off mega events. Restore from the most recent save - the speed limit event probably won't happen again. Play it through anyway.
Yes, and the tech blurb is paraphrasing someone else: [quote]Space is big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.[/quote] -- Douglas Adams, may he rest in peace.
Custom races aren't enabled in TA.
I don't like this idea: [quote]Or if they adjusted all the space and costs on a ship so that if you put no engines on a ship it was considered to have only non-hyperdrive engines and so be unable to travel beyond the area surrounding it’s home world, but would be cheaper to make and have more room for weapons and defences. Actually I think that would be better.[/quote] But I do like the idea of having monitor/defender-type hulls. I admit that I am generally satisfied with what'
[quote]Another bug is Gaia vortex does the same thing that paradise planets does, that is it changes the planet quality number but doesn't add any tiles to the planet. [/quote] I tested this a bit further - I found that planets I received after I got the bonus had the correct number of tiles, but planets I had at the time I got the bonus didn't receive the bonus tiles.
If you change none of your sliders and buy nothing, it'd take you over 200 turns to run out of money completely. You have a lot of time build economic buildings, morale buildings, grow your population, colonize new worlds, etc, and solidify your economy so you're making a positive income. Never mind the chance for 500 and 1000 BC anomalies. Now, I agree that it's demoralizing for the treasury number to turn yellow, but since the treasury is the fuel that runs your everything, just turni
You're not losing. You're not even on the edge of bankruptcy. Yes, agreed, that TA's current maintenance is a pain. It severely limits fleet sizes.
Actually, the economy is very easy to manage below normal difficulty. As long as I have tech trading on, even the most awkward races (Yor, Iconian) will have booming economies. Game difficulty [i]does[/i] make a big difference to your economy because the AI simply gives you more breathing room.
Yes, it would. I really hope such a feature makes it into 2.0. The current setup is manageable - at least, it was for me with Altarians when I picked up the entire Healing Pools path of techs and left Media Centers and Dratha Temples behind forever. With regards to Altarians, I wish they'd just have one path to specialize in, because without tech trading they're screwed.
SDK = Software Development Kit. You can download it from Microsoft, probably on [link="http://www.microsoft.com/downloads/results.aspx?pocId=2&freetext=&DisplayLang=en"]this page.[/link]
Yeah, you're starting off losing 7 BC in the second game there - as compared to starting a DA game with no economics bonuses with a 16 BC income. Sure, it's not as good, but you're not on the precipice of bankruptcy there. It seems like economic performance over time makes more of a difference than your starting income. What difficulty do you play at?
Buildings have an upgrade path, I think, rather than an automatic "buildings of X type autoupgrade to superior buildings of the same type." So Healing Pools will upgrade to Wellness Falls, but Dratha Temples will not upgrade to Healing Pools. Similarly, Improved Factories won't upgrade to Thalan-style factories or Drengin slave pits or vice versa. I do recall seeing research buildings auto upgrade into Neutrality Learning Centers, though.
I think it's intended that this doesn't happen, but I do wish it would, or that we had more ways to manage planetary improvements: Like a governor that lets us upgrade all buildings of a certain type to another building of a certain type, for example. There's other suggestions in other threads here on this same topic. Also, Dratha temples and media centers don't upgrade to healing pools.
[quote]So this is once in the whole game right? This isn't something you have to do every turn? So basically for now, beeline to transport tech and invade once in the game first before an AI invades you just to bring up the screen then cancel and save transport for later or go ahead and invade. Only prob is you better be a warmonger to one civ early on. So much for peace. Oh well the galaxy is a dangerous place. [/quote] There's always at least one minor civ in the early game t
[quote] Oddly enough I have been invaded several times and it never crashes on me. I am playing with a heavily modified game however. Additionally I have a mod for invasions also enabled. Yours probably didn't crash because of this work-around: As long as you invade a planet before any AI players do, it shouldn't crash. If you don't want to invade, just invading to bring up the screen and then cancelling should
Oh, I did at least save a screenshot: [img]http://img181.imageshack.us/img181/5905/sensorghostte3.jpg[/img] In this case, I did not have eyes of the universe. This was from my attempt to get the Drengin to invade to reproduce the crash bug, so I was a bit distracted from hitting turn over and over again. I filled a cargo hull with sensors and engines, just to see if the Drengin had transports loitering near their planets (they did), but the Drengin chased it around an
Those damned Arceans! Going to try again without so much tech trading?
I've had these happen - also, I've had planets sit at their old sensor range, and not gain the Eyes of the Universe advantage. In general, the 15 sensor range is not updating properly. I totally forgot about this thanks to the weird colony ship replacement I experienced.
Yeah, the response speed is great. :)
Heh, yes. I didn't go back and use the autosave - at that point I wanted to finish the game through sheer bloody-mindedness. I didn't start reloading to bypass annoying events until much later. And yes, I would say that planet was the primary reason the Arceans didn't manage to just wipe out my empire. Oh, in my current game - immense, 9 opponents - the Arceans got that "will become gods" event again, so I paid four empires to go to war with them, forcing them to surrender. Tha
I wonder if this is the actual cause of the missing turn button. Also, several people have the same problem with the same weapons. I wonder if the corruption is at Stardock's end?
Well, whatever as long as it's consistent and doesn't let them research tech victory.
Oh, another way to boost your [perceived] military strength is to build a spin control center. It makes things sooo much easier.
I was really hoping for a small update to fix this game-stopping bug, yes. :(