unfortunately from the view of this game the answer is obvious no if i give you the planet it will be fully functional if you glass the planet you will most likely destroy infrastructure or population either way you get a less effective planet. on top of that you will have to expend resources in order to capture it in the first place. any way its more effective for me to refuse to hand over the planet. further now that i know you want it and would prefer the plan
androshalforc
On a related note whenever a starbase orders a constructor for an auto upgrade the game plays the cunstructor noise for each constructor ordered so ife you have a large number of starbases ordering constructors it gets loud and stutters the game for a few seconds
[quote who="androshalforc" reply="1" id="3642099"] would the game allow you to use the cheat console in a multiplayer game? [/quote] hrmm i was able to load into the multiplayer lobby with cheats enabled but i only saw 1 game in there that was password locked and diddent have time to create a game seems like a serious UI oversight [quote who="androshalforc" reply="1" id="3642099"] if this was the last game you played you should have a debug file so
[quote]specifically the survey ship that gives 100 gold an anomaly. [/quote] unless hes using some sort of mod AFAIK even lvling up that merc ship it still only pays 100 gold so to earn 400k in 70 turns would mean he would need to find and collect ~ 50 anomalies per turn less if he got a few precurser ones that provide a large sum of cash.... [quote] I didn't believe for a second that was mathematically possible [/quote] [quote]he had about 4
1) ive noticed this as well and think i even made a post about it at one point as well [quote]What I would like - and what would also fix the problems - is that the autosave function saves the game at the end of my turn. [/quote] i actually dont like this i play with 50+ races in my current games and while the hotfix has sped it up (considerably) the ai turns can take a while and the game is very slow to respond to me while the ai is taking its turns i woul
my guess is essentially that you tried to destroy something that wasnt there ultimately this is a UI bug the confirmation window should popup as soon as you press the decomission box
yep ive discovered 7 habbitable planets now all arb
so i was playing a custom map and so far every habitable planet ive come across other then in my home system has been called Arb. the stars connected to those planets all have different names like gumpor and solport and if the planet is uninhabitable it's named after the star but so far if its inhabitable its named Arb
i built my own map with the map editor i placed a few anomalies but left the rest to be placed randomly (i believe there is a checkbox for allow random anomalies) the problem is that the anomalies aren't random... i get the same "random" anomalies in the same spot every time i start a new game. i think the seed must be generated when i started building the map and is now locked in can we have a way to randomize the "random" seed?
since the file is ESL_ShipComponentDefs does that mean if i made changes to ShipComponentDefs they will work with this mod or do i need to make them compatable?
i know that i like a slow tech tree so i use this mod https://forums.galciv3.com/477559/page/1/#3638152 a cost multiplier of 10x keeps me from researching a tech in less then 1 turn late game
i agree the economic system is broken after a couple of wealth techs and money making planets your wealth production just snowballs about the only thing i can do to keep from maxing it out is mass upgrading ships
Another option is to create a rally point. the ships should actually spawn on the shipyard and move northwest; if you have a rally point set they will move in that direction instead
On the other hand with the new lvling mechanic if you have a "flagship" one thats survived 30 battles and has a some lvls behind it it would almost always be worth upgrading it now if there was a way to upgrade hull size
i have not played much 1.8 but i did have one issue with anamolies i loaded up a custom map that had anamolies placed pre 1.8 and tried to survey one which caused the ship to become unresponsive and made the game unplayable it was a frozen friends anamoly that had been placed in the map editor . the ship could no longer move and had points remaining so i couldnt end turn i assumed it was merely because the anomalies had been changed but never got around to testing it furthe
yeah the first thing i do after patching is mod that max penelty from 50% down to 5%
you're getting 40% from the research cloisters not sure why off hand and im pretty sure it gets a +2 adjacency bonus as opposed to the +1 regular research buildings get i also think that can be upgraded to 50% and +3
They should have a green up arrow for improvements on tile and an orange 4way arrow for adjacent improvements
Is it just pulling the information from the first ship sorted alphabetically ?
[quote who="CaptBeefheart" reply="11" id="3639583"] Diplomacy Statistic bonus increased from 2 to 3 [what is the "Diplomacy Statistic" used for?] [/quote] if you go to diplomacy tab and hover over any race you've made contact with it will show you how they feel towards you and why these various why values range from pretty much +3 ( +++ ) to -3 ( - - - ) things like you gave us a gift +</
but what if the constructor has spare movement points that they want to use to get to the next starbase?
Im pretty sure this has always been the case the ship actually spawns on the shipyard tile then moves 1 tile. I think the default direction is northeast
[quote who="erischild" reply="19" id="3639334"] Quoting androshalforc, reply 17 Quoting pshaw, reply 15 <br
[quote who="pshaw" reply="15" id="3639303"] Quoting erischild, reply 14 I remember some discussions during Alpha over whether or not this was a good idea or not, and the consensus seemed to be not, especially in Stardock. So, I am not surprised it is a bug that will be stomped on firmly. <br /
1.8 actual ?