Well... Last night, due to an untimely lucky proc, I ended up researching two industrial techs instead of one, which did strain my still-early-game economy something fierce. Usually, I just research economy buildings before I touch industry.
Phaedyme
Oh, okay. That's what sleep deprivation will get me. Oblivion's pay downloads did improve. The Knights of the Nine had some nice material - not quite expansion pack level, but.
I like that a race of bugs that breeds like, well, bugs, considers their numbers to be too few to risk themselves directly. It violates normal expectations in a good way, and implies something about what they consider to be normal population levels.
I've noticed in my TA games that PQ 4 planets consistently get 4 + 4 + 4 tiles, or end up at PQ 16, while 5+ seem to always get 1 + 1 + 1. I haven't colonized a 1-3 yet. I hardly ever see one the AI hasn't snapped up, and for some reason, they don't like to trade them to me.
This is a "best expansion pack" award, really, and Shivering Isles is a fairly good expansion pack. It's also for PC. :)
Oh, yeah...the auto-upgrade can kill you economically.
[quote]I suspect you fine people may be exaggerating slightly. The thing with the creative procs is you don't tend to notice them until they do something wonderful. [/quote] I notice them because the game pops up a little window saying "Congratulations! You've won the lottery!" and I've been used to creativity working subtly all the way back to the first GalCiv. Last night, I played a huge galaxy with the Krynn, with fast tech research, and purchased Creative just to see how ma
I'll try that. Also, have you tried attacking in tactical view?
I noticed that with the nightmare torpedo earlier as well - fleet battles wouldn't end until I clicked something to end them. They'd just fly around forever.
After reloading?
Kryo's said they were at one point investigating why it wasn't flipping stuff the way it should, but I think ultimately they ended up editing the description rather than the function. Anyway, I wonder if we'll get the next beta patch tomorrow or next week, and if we don't get it tomorrow if Brad will write up Altarian tech beforehand. :)
[quote] I think a better solution would be another governor to say "empire wide, replace this building to this building". That right there is a fantastic idea. We can already empire wide change ship production (i.e. all planets building Colony Ships should now build Defenders), the same should be available for buildings. [/quote] I really wanted this feature earlier, when I was replacing the same building with the same other building on 6
Okay, each time I've had this happen now, I ended the previous turn adjacent to the planet, attacked the planet first thing, destroyed a ship, attacked a second time, and the game hung. I also find that it does not always hang again and again - sometimes, the game continues fine until the bug kicks in again. Has anyone tried leaving the planet rather than attacking again? Like, reload, move a few spaces away, come back the next turn and attack again?
You're right in that it's not a good reason to keep it as overpowered as it is, and I probably shouldn't have posted that. I would rather see the MCC do what it's advertised to do - flip stuff faster.
The mind control center is just about the only thing that keeps Yor economics afloat if you want to fight a war in TA. This writeup is amazing - I was looking forward to the Altarians, but now I want to see the Thalan more.
I said elsewhere that I want the Yor to have something they can do with influence starbases, even if it's not spreading influence. I'm not sure they need loyalty boosts, but I want some way to overwhelm other races' influence when they impinge upon Yor space (although I admit this rarely happens). I suppose the Isolator super ability is pretty powerful in conjunction with really good influence, though - especially if you litter your territory with warp-interdicting military starbases. I
Yes, many of them are definitely worth pursuing. Eyes of the Universe gives all your ships, planets, and starbases a sensor radius of 15 parsecs, for example. Hyperion Shrinker gives a miniaturization boost. Mind Control Center gives an empire-wide 100% economy boost. Trade goods are great both for providing empire-wide bonuses and for giving you an easy way to make some cash selling to minors or friendly races. Here's a [link="https://www.galciv.wikia.com/wiki/Galactic_Achievements"]li
[quote]Well, that just great... i was trying to take the planet with a "space miner" instead of a "transport"... sorry, as i say, im new to the game. Thanks anyway! [/quote] Ha! Awesome. :)
I recall reading a comment from Brad somewhere that the Thalans arrived five years too early.
He said he destroyed the orbiting ships first, so an alliance seems unlikely. mdrago, this sounds like a bug.
I know exactly what you're talking about, and it does the same in DA and TA. The mousewheel just shouldn't disable itself on the projects list.
You should be able to invade normally. Maybe the transport is out of movement points and you need to wait a turn?
Yes, they do want saved games if you have a repeatable bug in them.
No, I disagree - the inability to build up manufacturing/tech boosts on economic starbases? That's a hole. The inability to build up resource starbases? That's a hole. The inability to build up influence starbases? That's a hole too. While I can understand having a weakness for one of those (influence), not being able to effectively use three out of the five available options for starbases cuts a large chunk of the game out of your options. The economics are weak enough that you are pra
Just remember to pick the right hull style you want to mess with. :)