If you start a game with the Intuitive racial trait, save the game before picking techs, leave the game, then reload the game... The Intuitive racial trait does not work.
aerez4546
Even though this is a "release candidate", it is still beta. I doubt you are going to see anything of permanence until the game is officially released.
Yes tesb I think your idea is ok, because it would apply to all civs equally. It was the other suggestions about a penalty per colony that I don't like; don't punish success.
I think making the cost of research scale up the more colonies you have is a horrible idea. Why would my civilization somehow become dumber because I have more colonies? Isn't kind of the whole point of expanding your empire to make it so you can build more, research more, etc? How does it make sense that an empire with 8 colonies can research a tech just as fast as I can when I have 40 colonies? Seems like backwards logic to me. I think we h
#1) Nothing. There is absolutely zero "need" to attack a military starbase, unless you want to kill it to negate bonuses it gives to fleets in it's ZOC. #2) No they don't culture flip (but I think they should). You are pretty much stuck with trading for them, or blowing them up.
In the Thalan tech tree, under the Adaptive category (the top branch). About 3 techs up the tree is Hyperion Matrix. This tech still does absolutely nothing (except suck away research time). It doesn't give any structures to build, no colony bonuses, nothing.
Well as you can infer from watching the battleviewer, ship battles are fought at sub-light speeds. So here are some reasons why ships can't flee from battles: 1) Firing up your faster than light drives takes several hours. Since most of the ships hyperspace drives are some form of advanced and complicated nuclear engines, it is easy to imagine that it could takes hours or at least many minutes to start them up (since many of our current "low tech" nuclea
As others have mentioned, the AI should begin building structures on it's planets IMMEDIATELY. Even if it is something as simple as build 1 manufacturing structure and then 1 research structure, until at least 50% of the planets tiles are covered. Even this very simplistic approach to AI colony management would vastly improve the overall AI strength. After all, what is the real primary source of power in the game? Your colonies of course. If the AI doesn'
If he is playing the beta to provide feedback, then he has already bought the game. No need to keep it on a wishlist.
Yes I consider this a HUGE problem. I logged out of my game and came onto the boards specifically for this reason. *** BIG RED FLASHING LIGHTS FOR YOU DEVS *** We either need to be able to refuse tech specializations that are given to us as gifts, or they should not prevent us from researching our own tech specialization in addition to whatever was gifted to us. This is a serious problem. *** BIG RED FLASHING LIG
This is in version 0.95 I have been running into a lot of anomolies that have the description for gaining a ship of some sort, but I don't actually get the ship. The ones that say you find a scout or constructor etc. I think it might have something to do with the fact that I obsoleted all of the "base" ship designs from my ship lists.
Ooooooh, ok. I stand corrected, it does say PRODUCTION, not manufacturing. Thanks for clearing that up for me :P
That is the problem, the tooltip says you are getting +whatever% to manufacturing, by you are NOT actually getting it. Look at your manufacturing output on bottom left of your screen. When you hover the mouse over it, you will see your raw manufacturing production (which the Hive does effect correctly), and you will the the % bonuses given by factories and power plants etc. The % manufacturing bonus from the Hive does NOT show up, and does not effect your total manufacturing
Yeah it seems kind of odd that I actually look forward to colonizing the tier 9 ish planets more than the tier 15+ planets, because I know I'm probably going to end up with way more space to work with from the initially lower quality planets after I get all the terraforming techs researched.
The building that you get from the Thalan tech tree called "Hive" is not working properly. It gives +4 to raw production like the description says, but it gives none of it's level up bonuses (+xx% to manufacturing). So adjacency bonuses are not helping the building at all. Also, the Hyperion Matrix tech gives nothing for researching it. No new structures to build, no civilization wide bonus, nothing. It is currently just a pointless thing to research as a b
There still seem to be a lot of techs in the tech trees that do nothing. For example I researched Hyperion Matrix (something like that) in the Thalan Tech tree, and didn't see any results from it. No new structures to build, no change in any bonuses on any planets, nothing. A tech researched that produced... Nothing. It looks like there are other examples of similar things in the tech trees I have not gotten to yet. A tech name listed, but no buildings
The Intuitive racial trait breaks upon loading a saved game. For example, if you start a new game with a race that has Intuitive, save it before you do anything, do some stuff and decide to try starting over from the beginning; Intuitive will no longer give you any techs after loading up the initial save game. Oh and also, you can still only use Intuitive from that first annoying research screen; it doesn't work from the good "overview" tech tree screen.  
[quote who="Avatar137" reply="53" id="3541443"] Tomorrow, on the other hand, I have off and if it's not released by then I promise to throw a full fledged tantrum in the privacy of my own home. [e digicons]:)[/e] [/quote] That made me literally lol :P And yeah, I am already going bonkers today waiting and hoping for it to update on steam
[quote who="BuckGodot" reply="19" id="3540577"] The problem with forcing Open Bordere or Declare War is you are taking a prime strategy away from players who pursue Influence Victories. Culture Flipping planets via Influence Starbases is a tried and true method to victory. Now, yes, the AI should take the fact that you are trying to McDonalds them to death into account on how it views you. But, well, it wasn't an instant DoW in GC II, and I see no reason why it shou
With release being 3 weeks away, I'm hoping we get beta 6 very soon. Like maybe before this weekend soon. Three weeks doesn't seem like much time to comb over and report things, especially when we haven't even seen many features yet.
It is still not working right. Taking the benevolent option says it incurs a -20% approval penalty. Instead it gives a -20% food production penalty.
I just made a custom faction with the Intuitive race trait. It doesn't seem to do anything at all. Still taking me many turn to research first techs, in all trees.
Yeah, I liked the armor that gave a little defense against missiles and beams also.
One thing I find somewhat amusing about this whole collapsing tech tree thing, is how backwards in logic it is compared to some other design decisions. Like the ideology trees; where you can theoretically (and easily) eventually get all of the perks for being horribly "evil" malevolent, and still get all of the perks for being "goody goody" benevolent. So the citizens in your society can spend a few leisure hours butchering babies and throwing them into your Death Furnaces to mass
Yep I agree. I have also asked for this before.