i had a similar problem in an early beta the issue was that i had 32 jobs i think in the planet que as soon as a couple were finished it allowed me to continue building could this be the same isssue
androshalforc
[quote who="Stalker0" reply="73" id="3538997"] I hate when I accidentally send constructors to a starbase, and my only option is giving it one of these modules that I do not want. [/quote] you should be able to double click on the constructor or select eject ship and then send the constructor elsewhere if you've run out of moves simply pass for the turn or que eject
19 d) ship info not displaying caused by researching intersteller travel planetary icons tend to vibrate for approximately 1 second after zooming
i have it as well for quite a while havent tested 5.3 yet
[quote who="Stohrm" reply="12" id="3538854"] AI's have been taught to play Chess; how hard can it be to teach it to place a colony capital amongst the largest cluster of tiles instead of off by it's lonesome (where none of it's benefits can be utilized)? [/quote] since the capital does not recieve adjacency bonus's all the bonus's provided by tiles adjacent to it are wasted. further if i could place say factorys around every tile that is adjacent to
actually i think it might be based somewhat on map size not by design but by results smaller maps will most likely result in military/conquest victory's midrange maps will probobly be won by eithar conquest or influence while larger maps will most likely be won by alliance or tech victorys
[quote who="Franco fx" reply="28" id="3538771"] That is the reason some of our power players have figured out how to put 4 econ bases around their planets. [/quote] by power do you mean powerless? i stack 12. without range techs i think the limit is 5 but im not entirely convinced that cant be bumped to 6
[quote](still present) Game does not stop running in background upon exit. (Force close will sometimes cause Windows Explorer to crash) [/quote] they really dont want us to stop playing .. come on just one more turn [quote](new) very slow game pace and tech tree seem to be not applying or need to be adjusted as with 15 colonies I'm completing techs in 2-4 turns (too fast for very slow) [/quote] i noticed in a slow game tha
.. for some reason 3 weeks ago they never posted the replay and squashed attempts at others posting it then 2 weeks ago they waited till monday to post it i hope this isint becoming a trend i have to work on fridays and used to eagerly await the end of day so i could watch the stream
nope ever since beta 5 steam syncs your saves to the cloud when you exit the game
soil improvement is based on usable land mass it is not guaranteed to be able to be used on every planet
personally i can live with this either way id like to be able to research everything but in some cases it doesn't make sense lets say were using a certain kind of wire to transfer data. and someone comes up with a new kind of wire thats 20% smaller now we have 3 options redesign the component to be smaller but with the same transfer rate keep the component the same size but add more lines of the smaller wire increasing data transfer rat
[quote who="Franco fx" reply="61" id="3538443"] I am looking for some kind of compromise because it is not going to change dramatically in the short run. [/quote] personally there are a four things that would make me happy and i don't think they are all that hard 1) the ability to designate the constructor type for request constructor button (or at least redesign the default to favor modules over range/engines) 1B) if redesigning the default t
[quote]4) Diplomacy. ** It's no more possible to see all relations, with all civilizations, all at the same time in the Diplomacy screen. Mouse over each civilization becomes tedious. Display directly the relations with the others civilizations near the power value (ex: Iridium 230 "happy smiley"). [/quote] what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction pla
they can build starbases in nebulas because they already have the immune to nebula power which means they wont need the module.
[quote who="erischild" reply="57" id="3538380"] but I don't see why it should be so easy it's near automatic [/quote] i totally disagree i want this system to be as easy as building a ship for ships go to selected shipyard, build me this ship for starbases move constructor to selected position build me this starbase. i dont see a difference in building a starbase vs building a ship imagine a game with no ship templates or saved
just found this in the xml it looks like this makes the starbase immune to nebula effects which means i can have a starbase in a nebula except as far as i know you cant build a starbase in a nebula and you need to build the starbase in order to be able to build this module. catch 22?
I had a design using 8 modules at one point but even then i was sending quite a few ships however the current request constructor button only uses the default constructor which only has 1 module
[quote who="Franco fx" reply="50" id="3538195"] I assume that I am not the only one who sometimes sends more than one ship to the same planet in the confusion [/quote] what i wouldnt mind is having a show all ship paths button something like hold ctrl or alt and you can see where each ship is going
Is this possibly related to the lines not disappearing when a starbase is destroyed / removed
its been mentioned a few times something new in beta 5.2 i think as for ctrl N its been asked for as well and the devs seem open to the idea but it hasn't been implemented yet
[quote who="erischild" reply="20" id="3537855"] I think people in general are smarter than that, [/quote] i wish i had your optimisim at work i constantly say 'a zombie would starve in this place'
[quote who="Spark026" reply="3" id="3537774"] 3) Modifiers: All modifiers need to be clearly presented and working correctly. Planetary bonuses:(Manufacturing bonus bugged, and not presented), Influence is working but poorly presented, Tourism bonus not shown(working-maybe), Trade bonus(have to know where to look), Science, Approval, and Growth(Good job on these 3). Ideology modifiers may need better presentation as well. [/quote] production modifier needs to be shown
[quote who="econundrum1" reply="18" id="3537771"] Another example of these sorts of issues in the game is the "you can't declare war on" issue. This is not actually a bug but the result of an ideology perk. The issue is the game gives you no clue at the moment as to why you can't declare war on the race in question or when you will be able to, so again an example of something that will lead to unnecessary support tickets. [/quote] i thought i read somewhere that there was a