Will this mean that there will be a lot of restructuring for Mods we are using to match new directories?
1Wildcat
[quote who="1Wildcat" reply="94" id="3733704"] Quoting Freeman43, reply 82 I don't know if im the only one having this issue at the momment with the new 3.1 release. But I am experience CTD when ever I try to create a map. Id give the debug info, but I don't know where that is. And im only using the base Unofficial Communi
[quote who="Freeman43" reply="82" id="3732856"] I don't know if im the only one having this issue at the momment with the new 3.1 release. But I am experience CTD when ever I try to create a map. Id give the debug info, but I don't know where that is. And im only using the base Unofficial Community patch that came included with it. Its nothing with the faction designs or ship sets. And only thing I am using is the UCP. As I have deleted everything and reinstalled it, im still experiencin
Please disregard my post above. Started new game in 3.03 and saves are working fine so far.
My games are not saving when I make new ship designs and or templates. It has been happening for quite awhile now. Last game I stopped making designs and played it till the end. I think this only happens when playing GRM, not entirely sure. Game saves are fine when I don't make new designs. Also the ship yard gets pretty jumbled when I make a Privateer. Any ideas? Thanks.
[quote who="mrblondini" reply="17" id="3712047"] Is this bug tied in with an issue I have - that AIs seem to be able to build One Per Galaxy Wonders really quickly?? [/quote] When I start building a Galactic Wonder, suddenly another civ finishes it a couple turns before mine is done. Sometimes I hold off on building one just to see if the AI will do it before me. Sometimes they do, but a lot of the time they don't. Get that feeling that the AI looks at what
Thought the dev's were going to put a penalty in for over population when they brought out the new food system.
So, in theory you don't need food to grow population on planets. Just people. You could doze the food tiles and put up an admin building to cover your extra admin for the colony ships. Also for the RP side of it. if you have a bunch of starbases around one of these super worlds, who is to say they are not full of people that are assigned to that world.
At least twice now my shipyard thumbnails are all mixed up on the game side of my ship yard after enabling the privateer. There the wrong thumbnails from different civ's for the game generated ships. Some thumbnails are not there at all. Also I have kinetic ships mixed in with the missile ships and missile ships in with the kinetic. On the my side of the ship yard, ships I've made during the game, the thumbnails and placement is correct. This has happened on seve
[quote who="Triple_Crown" reply="1036" id="3711332"] Here is something for you to value - if it was intended or not. Personally I believe the prices are surprisingly cheap and should be reconsidered: [/quote] They prices inflate as you buy more mercenaries. They are cheap to begin with, but not later in the game. BTW Gauntlet what file controls the inflation, I've looked for it before and didn't find it. I know it is there for balance, but som
[quote who="Gauntlet03" reply="1025" id="3711001"] @hawkeyebf1 : I think having a government with lots of colonies early on... is a bit of a cop out. People don't like it, but the low colony levels of the early game force us to slow down, and anything that slows down the "colony spam = I win" is a good thing in my opinion. More or less. [/quote] I think that is one of the reasons the dev's came up with governments. Try to get people to think about building tall instead
Look forward to seeing what governments you have added. Very much enjoy GRM. Right now I am playing as a Galactic Empire. I need to research to the next level, but the only ones that fit in with the Galactic Empire are for malevolent and I am not. They don't seem to have continuity between the levels.
I think that the colony limit for the government types should "float", depending on the size of galaxy you are playing. The initial government limit of 4 is just way to small for a ludicrous sized galaxy. Agree that certain forms of governments should have some kind of diplomatic bonus or penalty. Also agree that people don't go from a voting democracy to an dictatorship without being a little bent out of shape. Overall, though, I am enjoying playing Intr
[quote who="Gauntlet03" reply="8" id="3710041"] If every aspect of a game is customizable and tailored... When is it no longer a game, but a mirror? There's something to be said for the company to have enough vision to NOT make some things an option. [/quote] Most people by the game to sit down, relax, enjoy and have some fun. They don't buy it with the intention of changing it. It's supposed to be playable and balanced the first time. Well
I noticed this long ago. Then thought, pretty good strategy, use the freighters for scouts instead of regular scouts. When they run into a planet to trade with, boom, instant trade route. Yes their range is way over what it should be and yes there is way too many of them. Just part of the game. You have to realize even with all the program this and patch that, when you play the AI it is still just a box of switches going off and on. BTW Horemvore like you
Posted this on the the "Strange New Worlds" forum, but I think it belongs here also. Breadbasket planet on 3.0 Beta does not have any arable tiles. I would think it should have more of them than any other type. What is the point to +10% food if it doesn't have any food?
Noticed that playing on 3.0 beta that a "Breadbasket" planet doesn't have an arable land tiles. Shouldn't a "Breadbasket" planet be covered in them?
How about some planets that are extremely strategically valuable. Planets that give significant ascension point advantages, economic benefits, ship or soldering boosts. Maybe some that have significant resource advantages, a planet like Dune that churns out Armor Spice or something more valuable. A planet that has extreme influence value. Possibly a Precursor Ship yard that can build ships that are better than a regular ship yard. When they are settled the AI get
How long will it take for the "crying" to start when the easy approval goes away. Remember the grumbling about the large civ approval penalty, everyone modding around it. I look forward to the new system and I always liked the sliders.
Good point. And what about moral to said population. Another point about moral and food is that sometimes you conquer/acquire a planet and it ends up having more population than base food amount that that planet can support. Moral and resistance should be in the tank on a planet like that.
Thanks for the help. The fix is no problem. I was going to set that one to Zero and start a new game, but I always like to fix stuff right the first time. Figured the second game might not pan out anyway. Thanks.
Sorry, the art for this anomaly is the Veygar Raiders. Thanks.
Gauntlet, thanks for all the work on this. I am enjoying this very much. I am running your new patch for anomalies. My game keeps crashing back to the desktop when trying to unlock an encounter. It has done it several times in different games. It is 3 large ships with 2 smaller ones.
Will the bulldozing mechanism mean that non-carbon civs can do a scorched earth policy on an advancing carbon civ eventually making it impossible for that civ to expand it's population? Might need a tech or mechanism to establish new or former arable tiles.