tooltip says, and its always been this way, that promoting an administrator to minister gives you +5 administration capacity. upon making the promotion, it only gives +4 instead.
dfriedman
dang it youre right. im using a custom race I built a few years ago and I had given them the Paranoid trait that grants free drone defenders. sorry about this post.
the green indicator over top of starbases and shipyards and hyperlanes that would normally indicate a fleet is stationed there is always on even when no fleet exists in it.
oddly the Draw Grid setting is the only one that doesn't persist. all the other settings do just fine.
1. a fleet having a commander attached to it gives it a bonus to logistics. trying to use the Merge Fleets screen to merge more than the base unmodified max logistics of your empire (i.e. without the commander's bonus logistics) fails to happen. currently you have to move the ships you want to merge onto the commander's fleet to get them to merge. 2. two fleets each with its own commander will not merge regardless of whether d
the Draw Grid setting is not being saved between loads of the game. it seems to always default to being on.
I never use the recommended number of races. empires cant grow very big before conflict starts happening. and sad as it seems, I wont ever mod a game, which is why me posting hopefully gets the devs to modify the base game to either change the way starting positions are determined, or gets a slider added to the setup.
was hoping the latest release would finally fix the starting position crowding issue. started half a dozen new games on gigantic/5 AI/Gifted/No minor races/uncommon planets/abundant stars, and literally in every one of them, by turn 20 I was boxed in by at least 3 AI civs even though there's this massive empty galaxy they could have started in instead.
didn't there used to be a slider setting to change the popup timer delay? in the latest build (retribution, ver 3.96) the popups are instantaneous, and they happen over literally every object on the map.
the AI (and me for that matter) can now park a new starbase 3 hexes from an existing one. seems as if the area of control for starbases has been omitted from the latest build.
agreed - no open borders should mean no open borders. the AI is so quick to anger when you do it to them but we are supposed to let them do it to us? and when we go to war over it and wipe them out, the rest of the galaxy gets mad at us over that? the AI in this game is a joke. and game that needs to give AI bonuses at higher difficulties to make them 'tougher' instead of 'smarter' is a poor AI.
im moving a single transport onto the stack, and also tried moving the stack onto the single transport. maybe it has something to do with it being a transport that im trying to merge into the fleet?
having a basic commander in a fleet increases logistics by 25%, which is correct. but when trying to merge a ship into the fleet that would cause the logistics of the fleet to become more than the normal logistics rating allowed from tech, refuses to let the new ship into the fleet. if you need the save game file let me know how and where to upload it to you.
[quote who="Moser_Alchemist" reply="1" id="3764060"] Your choices for frequency are causing this. Too many habitable planets can use up the available spawning locations leaving none for promethion. Try dropping the habitable planet frequency while leaving overall planet frequency alone. [/quote] ive tried everything
the resource generator needs to be tweaked. yet another no-promethion map. one of the most vital resources for upgrading starbases and special buildings, how can there be literally zero promethion in a huge size galaxy with 8 AI gifted players, and both star and planet frequency set to abundant.
i tried this yesterday. disconnected all my gates and reconnected them. didn’t work. then i unconnected them all again and daisy-chained them in series so that gate 1 connected to gate 2 connects to gate 3 etc. when i had 20 gates connected in sequence like this, the achievement popped. i think the achievement is for having 20 gates connected to 20 different gates, not for having 20 gate connections. there’s a subtle difference that’s misleading in the description of the ach
any way we can get in one of the upcoming updates a planet name search feature? it would come in handy in many ways.
i think the intention was to force very large empires to split off puppet empires.
I too believe this one is bugged, along with the one for using artifacts 20 times.
i think im asking for this because its rare to find a random MP game and really I only want it so I can get the trophy for playing a MP game
any chance devs will be adding a hotseat option for multiplayer?
[quote who="SchismNavigator" reply="1" id="3762170"] I believe this can be done with mods. But if you meant to edit the save file I don't think there are any public or modder made tools for that to my knowledge. There ARE some exploits you can use though if you just want to cheat... [/quote] I don't want to cheat, no. and really don't want to use mods either. was hoping there was a base-game setting that would let you start at, say, turn 50 or some
is it possible without the use of a save game to start a new game later in the tech tree? the first 100 turns of research get boring.
using the latest release in my last couple games i made certain to use artifact powers well over 20 times but the achievement did not pop.
If I disband a troop transport, any troops on the ship are killed. they should be recycled into the global pool of available troops, no? there doesn't seem to be any way of disembarking the troops from a transport and returning them to the global pool.