rally points work you have to click the rally point tab on the right hand side of the screen (planets,ships,rally points,notifications) then click the create rally point button on the bottom of that tab it will then generate on the next tile you select this should really be a context menu
androshalforc
[quote who="Casorian Emperor" reply="6" id="3543875"] I just created a new custom faction in 6.1 and started a game and got 5,000 credits at start. So the 3,000 problem seems to be limited to custom races built before Beta 6 . I wonder if the 25 custom races I made in Beta 5 are all getting only 3,000 credits when the AI plays them? And are the standard races all getting 5,000 at start? Does that mean I have to rebuild all 25 custom factions to get everyone to
ok so population generates your raw production theres a curve formula posted somewhere so its not a straight 1:1 ratio raw production is then modified by any production modifiers to give you your total value of production the big problem here is that there is no way to check production ATM no tooltips no nothing. ok so once you have your total production points that gets split up by the economic wheel (the orange, green, and blue circle in the gover
[quote] every point in stealth decreases the range at which non-allied sensors will show our ship. Let's say our ship has +2 stealth and enemy ship has +5 sensor range: thus enemy ship will be able to see us only at the distance of 3 (as if we had 0 stealth and enemy had +3 sensor range). [/quote] except this would make sensor ships even more powerfull . by taking a cargo hull and removing all engines/ life support you can make a ship turn one with like 30+ sensor range
actually the problem is that large empire bonus and im not sure why you havent encountered this before total percentage stats +40% bonus -220% malus totals -180% so no matter how many flat bonus's you have you reduce that by 180% lets say you have + 2000 harmony crystals now because of your -180% malus you reduce that by 3600 so you have a value that is less then 0 and thats why the l
the real trick with a parasitic race would be the change in game mechanics to go along with it i mean you would probably want a race that has very little base production capacity (almost none) but once it interacts with a race would be able to start subverting its population to do that races bidding also how would it succeed in an invasion i would almost thing it would try to invade a few hosts and use those to invade more hosts etc etc this is almost a st
ive asked a few times on the stream but they tend to overlook it and i hijacked someone else's post about strange resources and no response yet
[quote who="kestlstw" reply="1" id="3543787"] For the ship movement, the 1 is where you will get to in 1 turn, not where you will get to this turn. [/quote] thats the problem it should show what you can reach by the end of this turn whats more annoying is that for some reason the green line which as far as i know should indicate distance you can travel seems to represent 2 truns travel
... nope no typo it builds orcs thats all [e digicons]:troll:[/e]
this might be adressed when they get steamworkshop working for mods but having an option in the startmenu to determine which mods to use and which not to use would be nice
[quote]Seems strange to me that a Cargo ship with three construction modules all get consumed to make a starbase. I like to see the others remain on the construction ship and/or be able to upgrade the shipyard with additional sensors, weapons, or defenses just like you can for a starbase. Similarly it be nice to have the obtain not to use all the available construction modules when upgrading a starbase. Sometimes you just one upgrade per star base but it cheaper and/or
i just downloaded the new opt in patch immidiately after the intro movie the game crashes i can watch the intro movie and after its finished the game crashes. if i skip the intro movie the game crashes it does not appear to be random but happens the moment the game tries to load the main menu gonna submit a ticket shortly #FZU-764-43216
[quote who="Derek Paxton" reply="1" id="3543720"] First of all, why would you play with resources set to none? I think you just lost me a dollar in a bet that no one would ever do that. [/quote] Welcome to the internet everything is on the internet and the internet never forgets if you can think of it someone has or will do it if you cant think of it someone else will if you say it cant be done someone will find a way to do it </p
i saw it but i never actually loaded it up
[quote]Honorary Stardockian: Play for 1000 Hours [/quote] this one will take the longest i mean thats like 6 weeks of nonstop playing i wonder if it counts time from beta?
[quote]Second: There is a lot of flashing during turns. The map blinks a lot, is this happening for everyone or just me? [/quote] i had this happeneing at the start of every turn i reinstalled to fix it not sure what the problem was
[quote]-Move point for fleets shown when selected -I'd like to be able to see how many move points my fleet has left without looking at individual shops within the fleet [/quote] this SHOULD be in the problem is anytime you upgrade or research a tech that changes ship stats the info panel gets reverted to the old info panel which does not show move points [quote] -I'd like to be able to see only certain types of ships, I d
2 thoughts 1) a request colonizer button on the planet click on the planet a context window pops up with some options 2) make the rally point generation a button on the planet
there are a couple of ways to continue 1) click on govern and adjust the economy wheel you can move it all the way up if you want wealth or all the way to the right if you want research the problem is right now you are producing some amount of manufacturing with nothing left to be built 2) click on govern and adjust the social military production slider tho social military slider next to the coloured economic wheel changes how much manufacturing goes to so
[quote who="mortili" reply="4" id="3542914"] Will the bugs with the yor assembly/population be fixed? Right now the yor-population-growth-bonis do nothing, Also you can have more population than your population-limit [/quote] also the last tech in the yor's population growth tech tree provides a 25% bonus to food this is completely useless
another option would be to have the negative morale be temporary a new colony represents a drain on the empire it needs to spend resources to develop it, it needs to expand its military to protect it, etc however after some time this should go away once the planet is abel to stand on its own and protect itself it should no longer add to the negative penalty. After more turns when the planet is giving back to the empire it should be providing a morale boost instead
ever since they reworked the yor assembly project its been broken right now assembly does not check for population cap thier highest population tech provides a food bonus which is completely useless and the synthetic growth bonus's dont work
[quote who="Derek Paxton" reply="5" id="3542683"] I suppose, we have never seen that happen. [/quote]
will the banner at the top of this page get updated for beta 6?
shelve the first universe?