It appears that starbases will be able to have population, so I expect more developments ...
Publius of NV
[quote who="Derek Paxton" reply="21" id="3534106"] And as a bonus we are going to get it into tomorrows patch! [/quote] Thanks!
[quote who="Kael" reply="19" id="3534100"] Turkwise you are my hero! [/quote] Hey, what about me? [e digicons]:grin:[/e]
The other thread (cited above by scifi1950) explains: The PlanetFrequencyExp value goes from 10(none), to 5(rare), to 2.5(uncommon), to 1.25(occasional), to 1(common), and to 1.5(abundant). So the numbers go down as the planets become more frequent.
Is the Steam cloud sync putting them back? Try turning that off.
Some guy told me he was just pining for the fjords, but he's an ex-Drengin.
The Beta 5 patch notes included this: We installed a spine algorithm into the AI and it will no longer beg for mercy after every turn Which does seem to be working, since they no longer plea for mercy after every turn. But they do still ask for peace after they're dead, not just on every turn: That's the Drengin leader asking for peace. You
Is it the same problem I reported in this post? Please take a look at that post and note the request from a developer for anyone else having the problem to open a ticket and send in the files they request.
I set up a starbase and requested a number of constructors be sent to it. After building one (which was correctly sent to the starbase) I changed the starport to build a transport. When it was completed it was also sent to the starbase - it shouldn't have been, right? There's no point to it and if I hadn't seen it happen I would have lost track of that transport.
Ships have a maximum range that they can travel away from your planets and starbases. You can research techs in the engineering tree to extend this, or build star bases to extend your range. Once you set a destination for a ship, it moves as far as it can on that turn. It will then resume its journey at the end of the next turn. Ship autopilot moves happen at the end of the turn, which can seem strange if you're expecting to see it move at the start of the next t
I'm not going to respond to all points, but some comments: - The bug with not being able to colonize a barren planet has been reported and added to the developer's list. - I built a custom ship that sees a hex 41 tiles across with only two Field Detector modules - I still have a ways to go before I max out the sensor tech tree. - Some (but I think not all yet) of the strategic resources are needed to build certain ship components - I just built a ship that enha
I just tried creating the same race over again (from my last post) and it worked. Took all the same choices. This might be a red herring, a real long shot, but when I did it the first time, while entering information in the Race Overview window, I hit the tab key to try to advance to the next field (which it doesn't do). I wonder if having a spurious tab in the race name causes the problem? BTW, it would be nice it the tab key did advance to the next field.
In my current game I have been steadily expanding my influence but so far have flipped only a couple of planets. But then I haven't put much effort into building influence buildings and haven't built any cultural star bases.
The benevolent trait that does a one time flip does flip Minors, which otherwise (I think) would ordinarily not flip due to ordinary influence.
My starting surveyor can beat the pirates as long as it's above about half hull strength. I also designed another medium hull surveyor with beam, armor, shields, and ECM, and it beats the pirates too. Surveyors I've found in ship graveyards have no weapons at all, so they lose.
I just tried another one, and it didn't save. So it's not just having the Steam cloud sync turned off that enables it. For this attempt most of the choices were the same as the one that worked, I've marked the differences in italics: Leader: Changed the foreground and background pictures, the leader portrait, entered a leader name and simple description. Race Overview: Entered a name, short name, ship callsign, homeworld name, and simple description.&
As far as I've been able to tell, the Benevolent trait that is supposed to flip planets works, but it only flips the planets that are in your ZoC at the time you pick the trait. After that it does nothing. So I don't know if it 's working as intended, but it does do something.
My latest attempt worked, I now see a .faction file in my Factions folder. The only difference between this and my previous attempts was that I had Steam cloud sync turned off. For the record, on my last attempt that didn't work and with this most recent one that did work, I chose the following: Leader: Changed the foreground and background pictures, the leader portrait, entered a leader name and simple description. Race Overview: Entered a name, short name,
There was a bug reported in another thread that showed that with respect to habitable worlds, at least, abundant actually produced fewer than common (someone looked at the XML and found the problem). So while you're waiting for a fix, you could try common everything instead of abundant.
Mine was class 8, with population 10.
I just tried disabling Stem Cloud sync. Afterwards, I started a new game, created a custom civilization, saved it, and then quit without starting a new game. I see no faction files in my Factions folder. Does that work for you? Or did you go ahead and start a new game?
The trade route bright line (or, alternatively, a nearly invisible trade route) happens when you save a game with trade routes and the reload it. It's on the list of reported bugs.
I tried to move the tech tree in the research window by clicking and holding the mouse button and dragging it. The game froze for 10 to 15 seconds and then crashed. Ticket #YDA-422-42074 opened.
In another thread it's been stated that barren can only be colonized if you have the adaptable trait, and frozen and aquatic can only be colonized if you get the extreme worlds tech - which doesn't allow you to colonize barren. If you don't have the adaptable trait there's no way to colonize barren worlds until this bug is fixed.
The tooltip glitches have been happening since the first beta that we had access to. It makes it very difficult to read whatever the tooltip is trying to tell us, but so far I haven't seen anyone connecting them with a crash. There are some tips on tuning your virtual memory settings and getting your video drivers updated in this post , along with instructions on how to open a ticket with support. In addition, <a