Which I don't have any complaint with, but the current setup seems both extreme and limited at the same time. I'm presuming from the mention that planets are rated on a scale of 1-30 on one of the Encyclopedia articles that planets can start class 30 (I know they can start at at least class 27 from those two class 31 planets I have now). A planet that does start at class 30, just with the three terraforming improvements that are in place now, can reach class 54 (30+3+3+18), and
Arturus Magi
I have a game in a giant galaxy where the computer players were too busy warring with each other to notice me (until I accidentally attacked one of them anyway). Once I came to their notice we had all kinds of red lines drawing odd shapes on the Treaties screen though. Everybody was at war with at least two other civs except the Yor, which was at war with everybody except the Toroians. Something I have noticed is that the AI seems to prioritize on attacking non-combat ships. My sigula
I noticed that some of the mythological sourced names are oddly spelled, but only one of the copyrighted name you used are similarly altered (specifically Alderaan, which is missing the final 'a'). Perhaps it would be advisable to do that in the other order, using the common mythological forms, and altered forms for the non-mythological ones. Especially noticible was Poldukes (normal spelling is Polyduces, if I'm catching the reference correctly, and the real world star named a
U.S.S. Hero in my current game has 172 attack, 62 HP and 11 defense, IIRC. Mostly from anomolies, but the Altarians decided to attack some of my transports, to which I responded by destroying every ship they had in within five turns rande with the Hero, taking twelve systems in three turns, the suing for peace, so it's somewhere in the area of level 5 now. Incidentally, in this same game, I hadn't built a single combat ship until about 2195. All of the ones I'm using now except for a
After this game I'm playing now, I have to wonder if that's not a better solution, although perhaps with more terraforming improvements than just three or four. If I don't win (or lose, but it doesn't look like that's going to happen) soon, I'm going to have a class 39 Earth. And I captured a class 31 planet that hasn't built terraforming, which means that could go up to class 46 if there's no hardcoded maximum.
Well, I had 40-somne colony ships enroute, somewhere from 12 to 20 transports, two freighters, one of those trade ship things that are listed as 'decoritave' class, the U.S.S Hero and various military vessels generated by anomalies.
Something I just noticed. On the rare occasion when I have all of them on autopilot, it seems to work fine, regardless of how many ships I have active, but as soon as one of them drops out of autopilot, or another ship is built, the game starts losing the next ship to move half way through again.
I can confirm that the UP trade routes issue doesn't always work. I went from three routes to three routes on my current game.
I've had it happen repeatedly, but never under the same conditions. It occurs most often just after launching or destroying a colony ship or transport though. The last time it came up here, I colonized a second planet in the same system, and had a second colony ship moving. The ship list properly updated the first ship being destroyed via colonization, then crashed when I tried to select the second (and on reloading that game, I found it also crashed if I tried to select the U.S.S Hero, which
Could it be an overflow bug of some sort? The fact that it apparently resembles the normal population growth seems to suggest the possibility of an overflow and a missing (or rather undisplayed) minus sign. What kind of populations were there before it started happening?
It's launched at boot because it was originally designed to troubleshoot more than just Drengin.net. The first version that was available to people outside Stardock itself was used to troubleshoot WindowBlinds and WebBlinds, bith of which launch at startup, and the original intent (according to the four or so posts in the SmartException newsgroup) was for it to be a general purpose troubleshooting utility, not just to debug Stardock software, and if that intent bears out, it will even
Well, I'm seeing the MCPServer fault mentioned above. The onld version of SmartException that was used briefly to track down WB problems does work though if it's reinstalled. Other than that, the only problem I'm having is the inability to stay connected the the Drengin.net server long enough to download 50+ MB of files.
If you get it through a Drengin.net subscription, it should already be available in the DGM, once you set it to show betas.