[quote quoting="post"] It would be great since you are redesigning the diplomacy screen to include some additional indicators. One that I really feel is missing is "active" trade agreement, not a trade route, but trade agreement. Otherwise you need to open up communication with the faction and see if the "Let's see if we can come to a trade agreement" is greyed out or not, too many $#*^& clicks.... <br
shayvaan
@Syrkres Above the minimap there is a tab labeled "power". If there is a yellow symbol next to the name you can trade with them. Clicking the name will even open the screen to talk to them.
TBH, I really don't see any invasion information that wasn't touched upon in last weeks livestream. I do appreciate that they are giving the info out for ppl that haven't seen/ don't know about the streams (or don't have the time/patience to watch 2 videos for a total length of about 5 hours) [e digicons]:grin:[/e] @CrankyMoe IIRC Brad did mention that you could skip the battles (Don't quote me on this [e digicons]:)[/e] ).
[quote who="ScrivenerOfLight" reply="4" id="3672865"] Quoting admiralWillyWilber, reply 3 A starport is in orbit like in two it tAkes up a planetary tile. In three it is in space not more than six parsecs from the planet. It sounds like they are putting it back on the planet instead. I don'
One question: If there are any citizens on a planet that is conquered are those citizens lost/killed? If so this could make losing your capital to be crippling, especially late game on large maps! Especially if your capital is relatively close to the disputed border and can be taken early. Make sure you have lots of Legions there [e digicons]O:)[/e]
Because trolls have to be trolls? [e digicons]O:)[/e] Seriously, pretty much all ideas have been used at one time or another. It is the differences that make a difference. After all Amplitude isn't the first to use space amoebas either, Star Trek used the concept at least twice (with two different monsters) way back in the 1960s. I doubt they were the first to use the concept either.
[quote who="Frogboy" reply="43" id="3671021"] Quoting Ascaloth, reply 42 If each civ starts out with only one ship, that's indeed a significant nerf to the colony rush tactic. But assuming the Ideology system in Crusades is the same as in vanilla, and I want to try a colony rush anyway, I can still;<b
Unless something new is going on, I don't see why you couldn't (indeed, you should) pull all of your ships out of the fleet just before the fateful moment. I suppose that it is possible that adding a commander might lock ships into a fleet, but I doubt it, why hobble an early commander with tiny ships that you could replace with larger ones later? Even assuming a Commander MUST be part of a fleet, just remove all but one ship (that it would be the smallest, most outdat
Which is another consideration, how many of your 20-25 citizens do you want to sacrifice for a one-time thing like this? Better return if you give your commander a better fleet so they can beat them conventionally (multiple times). These abilities may win you a battle, but if you can't beat the rest of the enemy empire, you are just kicking and screaming on the way to the gallows.
[quote who="Suomi Sotilashenkilo" reply="15" id="3670869"] Although most of the stuff I've seen from the Crusade journals is pretty great, there is one really big thing that does worry me: I've always hated abilities that disregard everything about the game and everything you've been trying to do; I hate auto-win buttons and abilities, no matter how expensive or potentially damaging their use might be. I can appreciate heroes making a fleet better or giving i
I wouldn't mind a small chance of my counter-spy being killed, espionage is a dangerous game, after all. But it should be more dangerous for some than others. Yes, the spy can set traps which could possibly kill unfriendly visitors with bad intentions, but the counter-spy can openly call upon the resources of an entire government, two completely different levels of ability.
Is this correct? Do I want to train my first citizen as an administrator to get 5 more administrative points? In an earlier journal it was stated that each citizen trained as an admin would add 10%+1 admin slots, which should be 1.4 for the first citizen for a total of 5.4 (including the original 4) To add 5 would be the original number + 10% + 1, more than doubling admin for each administrator we train [e digicons]:O[/e] I could
Hopefully, the admin of 4 is for tiny maps and will be adjusted for larger ones, otherwise playing on an insane map will be ... interesting :)
Frogboy said that the resource settings were going away (reply #5)
Additional thoughts. Will we still get a colony and a survey ship in our starting fleet? If so are they free (don't take up admin), reduce our admin to 2, or is the actual admin start cap actually 6 (reduced to 4 by starting ships)? when we train citizens as administrators I imagine that the +10% is from the maximum and not the current admin score, thus our first administrator would raise it to either 5.4 (rounds to 5) or 5.6 (which would round to 6).
Admin cap of 4? I hope that scales up on larger maps, otherwise playing on insane maps will be VERY interesting [e digicons]O:)[/e]
Since I had the same problem when 1.9 dropped, I would suspect he is referring to an unreleased build that he is currently working on. No reason for him to release a build that doesn't work yet.
Done. Even us peaceful types have to defend ourselves occasionally [e digicons]:grin:[/e] At least when we pick up survivors we don't add then to our food stores ... [e digicons]:grin:[/e]
Not sure whether to put this here or in the modding section, but I'll try here 1st [e digicons]:grin:[/e] I have been playing with merc abilities Created a ship component like that on the Praxis (which grants merciless points after a victorious battle) Had no problem with the merciless component or the pragmatic, but when I put in the benevolent one (which is a copy-paste of the other 2) the game CTDs when creating the game.
Thank you. One and all :)
Ok, I have placed a few pictures into the games gfx folder, foregrounds, backgrounds and logos. Logos are working, and the backgrounds will work with Stardock's foregrounds, but my foregrounds willl not show ANY backgrounds, just a plain black, is there something else I need to to do to the foregrounds to get the backgrounds to show up?
Perhaps wishful thinking on my part, but it sounds to me as if they may be making extreme worlds different tech choices, instead of specializations of the same tech.
Haven't been able to play a muliplayer game since beta 5 Never get an error message. it either CTDs or hangs up loading the game (usually when "Loading Custom Ships" when there are no custom races in the game being played.
thank you much, now working :)
That's when I first noted it, was with a Yor-based custom. I did, however confirm that it affects the standard Yor as well :(