I've updated my ticket #RMI-761-46665 with new info. Before it happens, the planet seems to appear twice in my list of uncolonized planet. As I colonize it, one disapears, the other remains.
redviper37
[quote who="Larsenex" reply="1" id="3664194"] Its not a bug. It reports the planets that your scouts last saw. If there is NO ship there (to see & observe it) and it gets colonized then you waited too long. Place a scout at a planet and see how the list will update. If it gets colonized it will come off our list of potential places. [/quote] even if you scout the planet, it remains there. I had it happen to my own colonies as well.
sometimes, reloading the previous auto-save (10 turns before) will work. I think it has to do with AI ships moving around, somewhere, conflicting in some space. Stardock support says they fixed the issue, so I'll wait 'til next winter to play it.
You can use http://www.cpuid.com/softwares/hwmonitor.htm to monitor your CPU temperature. You can use http://www.evga.com/precisionxoc/ to adjust your video card fan speed. Or MSI After Burner: https://gaming.msi.com/features/afterburner On Asrock site you can find a small utility to overclock your computer. If this works like Asus utility, you will likely be able to adjust your fan speed (
[quote who="krbjms" reply="164" id="3651074"] I have been thinking about the idea of a complete set, or as I said maybe 2 sets. I might after I get done posting everything I am working on. I also have to add more logo's, and new leaders. All of which take time, which is something I have in very short supply. Hell, I don't really play when I am posting races. To post one, at least as I am doing now, takes an hour or 2 each, or more. I have to choose the race to work with, make sur
[quote who="Larsenex" reply="9" id="3650929"] Early access while sounding good on paper (for both the player getting thier hands on it and devs getting some good feedback), ultimately it caused more harm than good. As was stated on the audio stream, PLAYERS DID NOT UNDERSTAND EARLY ACCESS AND COMPLAINED. Well yea its not ready yet..duh...but still they complained. &
[quote who="krbjms" reply="161" id="3650942"] Quoting redviper37, reply 159 Would you consider making a pack for all the races instead of having to download them all manually? It's great work, btw [e digicons]:)[/e] It would be very big, over a gig right now b
Would you consider making a pack for all the races instead of having to download them all manually? It's great work, btw :)
[quote who="Kraegor1977" reply="7" id="3647386"] Step 1: Build the Hyperion Planet Jump Drive Step 2: Start up the Planet Core Engines Step 3: Hyperspace Jump to a nearby star system Step 4: Kill the bastards under the planet [/quote] oohhh... Hyperion Planet Jump Drive, that's a new thing, right? I haven't played since spring. Can't wait for winter to come! :)
have you passed one turn after the surrender? To make it "effective", you need to change turn, so then you'll get a message saying they were exterminated.
[quote who="Horemvore" reply="1" id="3638381"] Since 1.71 I know I have to start the upgrade process off manualy(I think it is off by default) by checking Auto upgrade then clicking the little star icon next to it to apply to all starbases. After that they seem to upgrade just fine. [/quote] I'm doing that, re-doing it every once in a while, but it just doesn't seem to upgrade after a while. [quote] A starbase will not order for "new" modules only modules
[quote who="Frogboy" reply="15" id="3638317"] And that's just the top of my head. But those 7 things are things that will be part of the [b]Crusade project. [/b] [/quote] and that would be... ? An expansion pack, I guess? A bigger campaing (yes, I like the campaign) ?
Is that supposed to be entirely automated, from the first module/first contructor ordered, the bases will auto-upgrade by themselves in the future? I seem to have lots of problems with this, and I'm beginning to wonder if it's simply me who doesn't understand the mechanics of this new system. Early on, my bases will order the upgrades needed, but at a certain point, it will stop, and I need to manually go to each starbases and select a
The biggest effet to trade, early on, is a small diplomacy bonus. Combined with other bonuses, it can delay wars with neighbours just enough for you to build a fleet. The credit they bring is negligeable, but noticeable very early on. It can make the difference between a balanced budget and a small negative one. By the time you reach mid-game, by the time you get 6-8 trade routes... that's pretty irrelevant because by then you own the game. <p
[quote who="skosirevs" reply="3" id="3637131"] Thank you for your reply redviper37, 1) Regarding a "Shutdown" button. Have you played at insane galaxy for more than 500 turns? I have got more than 400 ships at present time, believe me, i do not need more of them for now. How can i cut the expenses constructing a ships i don`t need. Unstoppable shipyard it is NOT practical (I can not start next turn until i give orders to all shipyards i have). Ships are like medicines,
[quote quoting="post"] Seriously, there are no strategy games i know, that has such a "not funny" money limit. You cannot even imagine how i was surprised and disappointed, when i faced this PROBLEM. [/quote] Yeah, an higher limit would be nice :) [quote] Also, would you be so kind to get "Shutdown" button back to Shipyards. Can you imagine your washing machine had no Shutdown button????[/quote] You're not the only one asking for that,
[quote who="admiralWillyWilber" reply="13" id="3636991"] Are you using 1.71 [/quote] yes, I corrected my post, 1.71. I've only checked Thalan and Terran tech trees, but Horemvore has confirmed it for all races.
Still there. #ISZ-865-90245
Still there in patch 1.71.
ah, no, I don't think any of their colonies can flip. Sometimes, I see a minor colonizing/conquering one or two other planets, and they never flip.
[quote who="Publius of NV" reply="10" id="3636825"] Quoting leiavoia, reply 9 Minor civ planets don't flip either. They have 100% immunity. The last time I took the Benevolent trait that flips all planets in your zone of influence it flipped 4 minor civ planets also. Is that an excep
[quote who="a0152570" reply="3" id="3636782"] the idle button was replaced with Do Not Notify, production always (as set by the global slider) is going to the yard even it it not building anything so it is not being funneled back to the sponsoring planet when the shipyard is "idle". Just confirmed in latest build. WE NEED the idle button back [e digicons]:annoyed:[/e] [/quote] I believe Stardock said it was fixed, but not in time for 1.71.&nbs
[quote quoting="post"] - No longer able to take over planets or starbases via culture flipping. Have planets that are completely sorrounded by my culture, but they won't flip [/quote] I don't think starbases ever flipped. Planets, though, they do flip. I just had one of my planets flipped over by an another race.
it does not stop, you simply continue to play with your last level of research. Adjust your wheel to remove all research production and finish mopping the 3/4 of the galaxy left.
[quote quoting="post"] The entire game 'feels' zippier. Not sure if its my imagination or its early in game but the game feels snappier to me. [/quote] same here, the game is a tad faster now :)