Did you already have it or did you use a Console command at some point? was the race made with the ingame race editor or with a mod?
androshalforc
your picture appears to not be working as i posted it fixed itself
I agree the first buildings were fairly overpowered but the nerf bat hit them hard now they are barely worth it before the resource cost
im glad this finally got a look at but YorSupportFieldMastery SupportFieldMastery YorSupportFieldMastery_Name Yor_Tree YorSupportFieldMastery_ShortDec YorSupportFieldMastery_Dec <ResearchCost
post im kinda of glad you guys added in the range extension techs for the Yor starbases YorSupportFieldMastery SupportFieldMastery YorSupportFieldMastery_Name Yor_Tree YorSupportFieldMastery_ShortDec YorSuppo
[quote who="Maiden666" reply="11" id="3545041"] Sorry but there's no need to fullquote yourself when you didn't even understand the (already mentioned) arguments against your standpoint, as being evidenced by reply #3 #7 #10 Do you want a system in which the current diplorating of the player is also measured? Which will only allow the player to declare war if that rating is hostile? [/quote] the point is not that i need to wait until a certain set of condi
ok so heres what i found YieldTokenEntry_Small_Wealth Frame WealthToken1Icon YieldTokenEntry_Medium_Wealth Frame WealthToken5Icon YieldTokenEntry_Large_Wealth <Con
i used to run on a 4gb mem system and while i crashed semi frequently 3x in the first hundred turns then stable for 100 turns then unplayable. these crashes were clearly identified as low memory i would get a windows popup saying windows is running out of memory we suggest closing some or all of the following programs galciv 3 then a few turns later something to the effect of Windows has runt out of memory and is shutting down the following pr
but you created the kuja faction which means first off you have all the original files. so 2 things pop to mind 1) did you make the faction available to everyone and did you forget an important file? 2) did stardock make the faction availble and do some funky voodoo on the way to make it not work?
ooh i didn't notice that ok i found it must have skimmed over that part so the question is how are they doing it if it results in like a 25% boost to research it would result in everyone just setting the slider to 1% manufacturing just for that 25% boost
im not currently playing with mods yet but what might make a better balance would be something like 10% of max hp but im not sure if you can do that a flat bonus is nice for smaller ships but becomes moot for larger hp ships a % is going to be worse for smaller ships but pay off for larger ships .. ehh 50/50
the first thing i do (turn one ) is set empire wide production to 100% and then never touch that slider again. after that when i colonize a planet i put down 2 factory's. (i determine their placement on if this is going to be a manufacturing/ or specialized planet) then i do assembly projects and leave the planet to auto-upgrade when i get an idle planet warning i check over the planet and choose buildigns base on what the planet should be specialized in and let it
[quote]Can anybody give me an example where this isn't true? [/quote] the moment your production bonus is more then 300% as soon as it reaches 300.1% you will get a better return by building a mix of manufacturing & research/economy buildings and then set your production to 100% manufacturing and use the appropriate research / economy project.
I would just like to point out that it is not "the long way" the ship will travel the same amount of hexes left -right and the same amount on an angle in either example. In this case you can tell pythagaras to shut it the only difference is that in the one example shown the ship moves something like 30 tiles left then 30 tiles up & left. Wheras the suggested example would have the ship move 1 tile left and one tile up & left 30 times
How far into the game were you ? are you actually talking first turn? If so did you launch any colony ships? edit actually that doesent make sense it would go the other way then NM
Yes the resources are required by the ship for as long as the ship exists If you can build multiple ships with the repeat command (sending your resource into negative) this sounds like a bug
Actually its not wasted there is production ovdrflow but there is a limit of 1 per turn what this means if you send 2000 production to a shipyard and are building ships that cost 200 a piece on the next turn you could shut off production to the shipyard and it will continue to build ships with the ramining 1800 points the same should work for research and social manufacturing
wow i never realized the spiral systems looked that nice i usually play tight clusters i might have to try that hope i can get a start near one of the arm tips
i think asteroids also play a part in planet frequency im pretty sure that asteroids occupy planet spots so having them set to abundant would lower the amount of available planets
1) first off nearly all the techs have a generic name which you dont usually see lets say its Federal_party1.tech (im not sure what it really is so i just made it up) most of the races then have that tech but to spice it up they call it things like federal party - terrens slave-master party - drengin gold love party -iconian meatbag slaughter p
there are two buttons on the corner of the leaders portrait when selecting a race copy delete the annoying thing is that if you want to edit a race you need to copy it first make the changes save and then delete the original which might be tricky to find if you only made minor changes
This is why ive been asking for a forced up meeting after xxx turns option
From what ive been able to determine its caused by either upgrading a ship or by researching a tech that passively affects ship stats
you have the latest 'public' version the opt in usually goes live monday i believe but you can try it if you want
i like the new load screen but the game crashes right after the intro video