From a shipyard. EDIT: D'oh, wait, I am pretty sure I had kept it at the starbase to protect it until I knocked out all enemy ships, then re-launched from the starbase.
Chibiabos
Third suggestion to help reduce micromanagement: When "using" a current ship design to create a new one, have a checkbox when you click to 'save' it to automatically replace all not-yet-started instances of the design you based off of with the current one in shipyard build queues, but maybe not [unless there's an option] currently in-progress builds, since shipyard production doesn't save/transfer from one ship to another (that is, if you have a ship that's being built, the production
Upon researching 'Extreme Colonization,' you can colonize Aquatic, Frozen and Barren Worlds. Frozen and Barren Worlds, however, incur a 50% penalty to productivity until you research Frozen World Mastery (which also provides a boost to Research and Influence on Frozen Worlds) or Barren World Mastery (which also provides a boost to Manufacturing and Military on Barren Worlds). Aquatic Worlds nev
When have used all available tiles for building, City improvement is still bright, as though you can build it, even though there's no available tile to build it on.
Not in the pre-Crusade campaigns. Planets still have resistance-bonus tiles which don't have any effect.
It appears I was in error. Would be nice of the wording were changed to avoid confused derping like I did.
And for my second micromanagement reduction suggestions ... Auto pilot AI On larger maps, especially, a player like me will, shortly after starting, start relinquishing manually controlling every ship; scouts and survey vessels, especially. However, it is a bit frustrating their ship captains will ignore known hazards when choosing a course like pirate or enemy ships and shipyards. I know the game is taxing as it is on players' hardware (such as mi
I'm not getting that error message now (noticed there was a small update), but launching troop transports in the next campaign series starting with Arcea, its showing no troop force when attempting to invade, even though I did fill the transport to the brim when launching (again, these Crusade-prequel campaigns were before the garrison mechanic; the troops draw directly from the population of planets near where they launch instead of a global garrison source). I'm guessing the introduct
Actually seems to happen whenever you have a ship on auto-explore or moving to a far-off destination that will take several turns, and its movement speed exceeds its sensor range. The game engine seems to only clear the fog of war at the points where it ends its movement, not all points during the move from where it had been at the end of the previous turn to how far it will go the current turn.
I built it. The Campaign uses the older troop model where it loads population instead of garrisons (there's no leaders in the campaign), when I launched it, it asked me how many troops and drew from the population of the planets near the shipyard I launched from.
There are two threads on this, the other one is in the support forum. I'll repost my reply I made there here, it has a link to my campaign savefile where I encountered this bug: Here's a link to my savegame with this bug in, I think its the prequel 3rd mission, the first one with the Drath: https://drive.google.com/open?id=0ByxJB3KvvsoJVU1xak9CWTNmamM The "Cannot Invade. No Genoci
Dagnabit, was in the middle of uploading my save game to google to post here when forums went boom, and I guess several posts were lost in what I presume was a load-from-backup. Here's a link to my savegame with this bug in, I think its the prequel 3rd mission, the first one with the Drath: https://drive.google.com/open?id=0ByxJB3KvvsoJVU1xak9CWTNmamM The "Cannot Invade. No Genocide Ships."
I'm encountering this on the campaign in the first Drath mission. Exitted, re-verified game files in Steam, still got it. Not opted into beta patches.
Guess I'll stick all my Campaign-related bug reports in this thread. Wasteland tiles in the campaign get a "+2 to Resistance" tile bonus. I have no idea what a "Resistance" improvement is, but colony defense improvements like the Planetary Defense System don't benefit. Not sure if there are "Resistance" improvements I don't yet have, or if this is a bug.
The campaign lets you build Hyperion player achievements, such as the Hyperion Logistics System which reduces the logistics cost of ships (so you can fit more in a fleet). For some reason, the Hyperion improvements are "Influence" improvements in terms of what adjacency/tile bonuses affect them ... the Hyperion Logistics System, as can be seen above, unfortunately incurs an adjacency penalty</
No, that makes them nothing. Which is what you are about to become ... [video]https://youtu.be/CZd_YyFzPD0[/video]
No, "All Construction" adjacency bonuses do stack to all 3 manufacturing types -- All, Social and Ship. "All Construction" adjacency bonuses apply to every manufacturing improvement that benefits from any of 3 the adjacency types.
I kinda liked it. I'd say on a scale of 1 to 10, I'd give it maybe a 7 or so. I don't really agree with all the critics out there. I'm slightly surprised Island Dog didn't like it, I thought sci fi blended with a little comedy would be his bee's knees, but there are many flavors of sci fi, and many flavors of comedy, and even someone whom likes to drink a lot has drinks they don't like. How many more cliches can I cram in one post?
Unanchor, move one tile, anchor. Do all your other stuff, end turn ... your starbase builds. Next turn: unanchor, move one tile, re-anchor. Rinse, lather, repeat. This is probably an exploit, else unanchoring starbases wouldn't halt production ... but if you re-anchor before end of turn, your starbase still builds. EDIT: Upon testing ... this doesn't actually work. I guess Stardock fixed this exploit at some poi
There still is confusion by some players on what role does what. Including me. Yeah there's a wiki, but would be helpful to have that info more handy by having tooltips for what the different ship roles do.
Wow. You must be a Thalan. :P
If it gave a bonus to all 3 (Social, Ship, All), wouldn't it be giving extra to social and ship (because you'd get the bonus to social AND the bonus to all, or a bonus to ship AND the bonus to all). Would seem to make sense to just give a bonus to all, 'cuz then it'd just give one and it'd apply to social, to ship OR to "all" manufacturing improvements like the factory. I agree not giving it to all, leaving "all manufacturing" improvements like Factory seems kinda nonsensical.
For some reason, the "Aid Research" project shows as a building occupying a tile after conquering a world from the AI.
I'm a serial nitpicker, what can I say? :P
As can be seen in the above screenshot, if you click on an item in the build queue and mouseover the 'Rush' button to see how much it would cost to rush, then click on another item in the build queue and mouseover the 'Rush' button to see how much that would cost to rush, the tooltip does not update and is stuck showing the first tooltip.