Wow a0152570, you used a lot of words to say "uh-huh!" I didn't
putty101
[quote who="a0152570" reply="34" id="3560165"] THEN Don't do that. If you do not select something "up" the tree your carry over points go into whatever you select next. If you really want to Q things up by selecting further down the terr, just do not go past a specialization. You can Q up to the specialization by selecting the one you want. [/quote] Really? "don't do that?" Hey my knee d
I'm not sure you guys are understanding what I'm trying to say, and I'm not sure how to put it more simply. I've never noticed any carryover. It never goes from like 5 turns to 3 turns. If it says 5 turns it always takes 5 turns, even if before that I complete a tech really low on the tree that should take fraction of my RP. So I asked for someone with some authority to explain how it really works and all I get is a bunch of people reverting to the 3rd grader p
[quote who="Larsenex" reply="27" id="3559963"] Research points carry over to the next project. You can cue. What you are asking for is a cntl+click selection up the research line. I get it. That feature while nice is not needed and is not something that would ruin the game without it. With that said it is likely to get into the game but at a later date. The priorities for the game right now have been stated over and over again. A tiny bit of courtesy in your post w
[quote who="Deathwynd" reply="142" id="3557387"] When you complete a tech any research points you have remaining in your pool are then applied to whatever tech you choose to research next, it does not automatically apply them to anything, they are applied to your next research project [/quote] Can I get a dev (or someone with the appropriate authority) to confirm/deny this? It's not at all what I've experienced. If I exit the research screen with a p
Riiight...the devs meant for it to be this way as a game mechanic... So...you can settle on an inhospitable planet and terraform it, but you can't terraform it after you've made it inhospitable by your own hand! Tree hugger power go! No way this, and the mess of other things that don't work right could be a bug! If you can't terraform anything then it shouldn't appear in your build list.
[quote who="vandewusel" reply="25" id="3559943"] Thank you for the constructive criticism and keeping an appropriate attitude. Surely, the developers are totally lazy and underachieving. Also, first time I see a computer game - car dealer comparison in the webs... [e digicons]:-"[/e] [/quote] That's right, with the current state of the game, upset is the appropriate attitude. And maybe you didn't understand my comparison, it w
[quote who="RaumWaechter" reply="2" id="3559938"] I played 100 hours and only encountered one problem with soil upgrades. Those upgrades normaly work for me. But in my current game I have 50 planets and there is one class 13 planet that has two soil upgrades available, but if I select them, I don't get tiles to select. It is not a special planet type and other class 13 planets are working as intended. Bu
Still no research queue? Being forced to spend any excess points in the next project up the tree and if an optimization is next being forced to spend them on the top one is getting pretty old. Makes it feel an awful lot like a beta but my bank account says I paid for a full game. Still no cost of research projects displayed? Seriously wtf is the point of being able to see and meticulously adjust how many research points each colony produces if there's no way of kno
[quote who="JTS80" reply="2" id="3558476"] Very good suggestions. The "no other starbases within x hexes" rule was introduced to avoid "starbase spamming", i.e. one Starbase gives you 10% production bonus, but if you plaster all the area around your planet with starbases, you get 200-500% bonus. This would be a tactic advanced players would tend to use, and to avoid it, the "one starbase" rule applies. [/quote] People still spam star bases (they'll build 4 aro
I can't stand how the AI knows exactly where all the habitable planets are from the get-go. Their colony ships b-line it for them without ever exploring there. Super lame. Also, I could rant on and on about what a mess research is but how bout two simple, found in every 4x game things: 1) Display project costs in points (Maybe I only need to eek 1 more point from 1 planet to reduce the time by an entire turn but there's no way of knowing this!) &
[quote who="EleventhStar" reply="18" id="3556200"] Quoting putty101, reply 16 The next tech in line? You can only select one at a time. Did you read the part of my post about not being able to queue techs? Try selecting a tech at the end of a tree when you are end
Well I could rant on and on about what a mess research is but how bout two simple, found in every 4x game things: 1) Display project costs in points (Maybe I only need to eek 1 more point from 1 planet to reduce the time by an entire turn but there's no way of knowing this!) 2)Queue Research (not sure how it made it past beta without this) If your'e lucky your excess points will go into the next tier project (which is rarely where you want
[quote who="Turkwise" reply="10" id="3556014"] Quoting putty101, reply 9 If I only need 1 more point to complete a project and spend those precious benevolent ideology points for 600 points the project is completed and 599 vanish! This is incorrect. Re
[quote who="Ed1975" reply="8" id="3550315"] Quoting , quoting post (loading screen is like 2-3 minutes on PC with 16 GB RAM) Loading screen takes 11 seconds for me (also with 16GB RAM). Consider that there may be something wrong with your system/setup? [/quote]
So I thought It would be easy to add screenshots but I can only do it via URL? They're on my HDD. But I have 2 fleets the first is 14/41 Logistics, the 2nd is 27/41. I select them both it shows 41/41 in red and says "insufficient logistics" Idk if this matters but this is while playing mission 3 of the campaign. Thanks for any support!
Really?! You're troubling yourself with changing aesthetic things like ship explosions and you're not even addressing what a mess research is? I want to know the cost in points for projects (can you imagine if you could only know in turns for manufacturing)?! Maybe I only need to eek 1 more point out of 1 more colony to reduce a research project by an entire turn! But there's no way of knowing this! I want to be able queue research projects (No idea how on
[quote who="hakufu_sansaku" reply="9" id="3555205"] 8) Battle simulator Play a total War game. Just create your fleets (with a simulation environment) with full technology unlocked. And let them duke it out. 3 Fully loaded Carrier vs. 5 Huge Capital with lasers and so on. Which would win? [/quote] Totally agree with this one, I used the simulator tool tons in Space Empires IV.
[quote who="a0152570" reply="6" id="3554966"] 1)No Edit Race Option Totally an overt declension. They were protecting us form our self .. rightly or wrongly. And how big a deal is it anyway >> copy, make changes, save, delete old (if you want). [/quote] Yeah I said right away this one isn't a big deal.
You been playin too much MOO2 bruh. Then again too much of a good thing is a good thing.
Definitely sounds like a calculations problem, and based on the original poster's computer specs I'm going to say it's how the games doing the calculations that slows it down. Maybe uses only so many threads or only does so many/second regardless of the processors capability. So there's a threshold and past that it's going to be slow, a faster processor won't help.
Hey super thanks for your help. I now know how to do it!!!...I also know what it would take to do it...and theres like 9 tech tress...I knew there was a reason I didn't become a code monkey! So...what about this...change their formula where it pulls how many RP youre making and changes it to turns, and just re-write it so your RP=1 it would still say turns but it would=the cost. I'd like to clarify...I don't want to actually make just 1RP/turn I just want it
So it was really convenient for the devs to convert the research cost into turns while not showing the cost in points assuming that's all we'd do with that data. Making it really really inconvenient (like not possible) to know that if I tweaked just 1 planets governing for just 1 more point I can reduce it by an entire turn! I mean can you imagine if that's how it was for manufacturing? the forums would be lit up! I can't believe I'm the only one making noise about
I'm pretty sure the manufacturing roll over part is intended, and the inaccurate display of how many turns until your next one is obviously not intended. Should be an easy fix for them by just adding how much has rolled over when calculating the turns value. This of course assumes they care about the little things, which is hard to do when so many big things are wrong with the game.
I'm pretty sure it's the former ( un-used manufacturing capacity rolls over to the next ship, but the build queue isn't displaying it) Might I suggest tweaking your planets governing to get 6.5 more manufacturing points to the shipyard?