[quote who="Gauntlet03" reply="4" id="3638637"] and the not-so-subtle madness, that doing this by manually for myself over the past year has done to me. [/quote] is this what caused the daleks to hate so much?
androshalforc
[quote who="Horemvore" reply="2" id="3638491"] Same here, although my last 3 games have run fine. Sadly in response to my ticket support said " Unfortunately if you're using mods, we're unable to support them. " Which is fine, I get mods can mess stuff up [e digicons]:)[/e] Andros could you check the debug.err file and see if the last entry h
[quote who="Horemvore" reply="25" id="3637208"] @ androshalforc - Are you the same guy from CivFanatics? [/quote] nope sorry dont know what that is probably something to do with the civilization line of games.
Does anyone have any thoughts or comments on this In my opinion this would help with the late game micromanagement by allowing the governor to run single ships without getting into the whole traveling salesman problem of heavy constructors
I posted a similar bug report several weeks back and recently asked to run a file checker and report back haven't heard anything since [#JSV-771-98834]: freeze on AI player 13's turn
unless i misunderstand what you are asking have a look at the specialization techs most of those upgrade various stats such as range, rate of fire accuracy i believe you would be able to upgrade most of the stats using similar tags.
let me start off by saying I think the upgrades so far to try and eliminate the constructor spam are pretty good so far. that being said they start to fall apart mid game. there are 3 major problems with the system right now 1) the governor doesn't know what to do with 'heavy' constructors (more than one module) they tend to just sit around because every starbase has a constructor que'd why send this idle constructor with 7 points
Same I was thinking of making an anti- constructor spam mod I'll wait till the next patch comes out to build it
ok so theres a corralation and it also seems to have something to do with ui size as some people have said most likely the med ui does not like 5 digits in the power rating for some reason
[quote who="CptProton31" reply="6" id="3638050"] I'm having the problem with everyone, and only me and one AI are above 10k. Only one minor race is above 100. [/quote] i should have been more clear the one race that had 10 k power i could only ask for credits from them but offer them anything I had essentially the opposite of your pic all the other races were fine so my hypothesis is that a race that has more then 10k power can only offer cr
Your founders badge is showing up in another post it doesn't show up in new posts
i had this issue crop up today with only 1 race that race had more then 10000 power rating the only race with 10k rating the only race i cant do anything with. for those that are having this issue could you verify what im seeing check your power rating or the power rating of the person you are trading with.
ive been asking for the same as well
[quote who="Kurt_Blitzer" reply="2" id="3637515"] I played a few godlike games like this, but I never was crushed that hard (so fast). I recently changed the game speed and research rate to "fast", maybe that's the reason. I guess I will switch back the research rate to normal for my next game. [/quote] to be honest the research speed doesn't really affect the game all that much its equivalent to having or losing one research building on each planet. if its not a res
[quote who="erischild" reply="4" id="3637428"] It does seem to be registered as uncovered fog, and one time I had it fill in after a reload of the game. [/quote] yep started playing that game again and all the skipped areas are now explored properly
[quote who="Horemvore" reply="6" id="3637419"] Funny how you can achieve what you want with the FoW without actualy editing any xml, even if it is darker than what you wanted:- [/quote] except thats not what hes looking for when you zoom in a little you can still see all the background effects the "skybox" through the unexplored area and fow its hard to tell but im betting that its still an animated unexplored area as well. what hes after is not really a flat
with the new starbase options that have come in in the last expansion id like to see some new govern options for starbases primarily 1) the ability to globally set starbase sponsers 2) the ability to order modules by starbase type -all starbases of economic type should order starbase factory's if possible -all starbases of military type should order beam amplification if possible -all starbases should order range extension if possible
[quote who="a0152570" reply="1" id="3637414"] how do you do this? Mine always take a straight b line path adn are always seen by the AI [/quote] what I mean is when I am not directly watching them move as in I have the screen centered on another part of the map. I think the behavior is caused by the fact that ships tend to just teleport to their destination when they are off the screen. [quote who="Horemvore" reply="2" id="3637415"] Ive noticed th
when sending a survey ship through a wormhole and allowing them to return to your controlled space unobserved they act weirdly often skipping sections of space and leaving unexplored areas
i would like to see a fix for specializations in trading. when i play i tend to be a completionist i want to get everything eventually.. i like the way specializations work. it means i need to keep some of the other players in positive standing. what i dont like is the fact that i need to jump back and forth from the tech tree to the diplamacy tree every time i want to buy a new tech or get offered one. either that or keep a notepad handy of what techs i have researche
while the early turns take 20 seconds for 50+ ai after about 90 turns the ai turn time has jumped to 3:10 seconds for 58 AI
well after doing some testing at least for the first ten turns it actually seems pretty snappy averaging about 21-22 seconds total for 53 AI
[quote who="Taslios" reply="3" id="3636968"] Perhaps you should reset your expectations. Or upgrade your system. [/quote] in my case at least the game feels like it is slower compared to prepatch... i know there was a post way back where i posted the actual time it took for a turn because there was a bug with a certain system setup that made the first game turn take several minutes with a lot of AI but after that it went pretty fast
at the bottom of the tech tree you will see a set of ages and how far you are through the age you need to research a certain number of techs before you can get to the next age
I agree I was waiting for the constructor patch and built a map for 60+ players after the patch I played and the turns were taking so long I restarted with half as many ai races and still have time to read between turns