This problem still exists in Beta 4, I'll assume it's still on the list to be fixed.
Publius of NV
That could be. It could also be that since they haven't added support for populated starports yet, they might never have gotten around to initializing the value.
My fleet attacked a Drengin starport and destroyed it. The victory screen in the battle viewer showed a large negative number for population loss:
Quit the game, restarted and reloaded the same game, and now it looks like this: BTW, I updated my NVidia driver yesterday, I'm on 347.25, which NVidia GeForce Experience says is the most current.
When loading a saved game (one started with Beta 4), a trade route I had established shows strangely: I think this might have been reported in an earlier beta, so maybe it just hasn't gotten fixed yet.
[quote who="DivineWrath" reply="1" id="3518917"] Something that I would like is to be able to see (from the starbase screen) is a small map of where it is at and its area of effect. I'm thinking a civilization game style map. [/quote] I asked for something like this way back in the GC2 beta! Either your idea or RSharaE 's would wo
The Outlook III (Prolific) selection says "All new colonies start with 5 extra population". Two turns after selecting this, I settled two planets (on the same turn, in case it's relevant) but don't see any additional population.
Thanks, Aedaric, wonderful news! I hope it happens!
I like the fullscreen notification of research completion, but have a couple of requests: 1. Would it be possible to add an option to go to the tech tree by default, instead of always having to go to the current research screen and then go to the tech tree (for us tree fans)? 2. Would it be possible to go to the next research screen (tree or not) by clicking on the upper part of the screen where the robot is instead of having to move the mouse pointer down to that little butto
Are you SURE we started here? What about the strange similarity between the humans and the Altarians, huh?
When you say "load from an earlier save" do you mean a save created from an earlier version of the beta? This is a beta at the moment, and in previous Stardock beta programs save file formats frequently changed between beta versions, so loading from an earlier version is not supported. If you didn't mean that, then I apologize for misunderstanding.
Since I never use the auto explore or auto survey features I wouldn't have thought of that, so thanks.
This happened to me also, and I agree it is a bug that should be fixed. Thanks for opening a ticket. A note to anyone else this happens to: As a workaround, if you cancel the rushed project and restart it, everything goes back to normal; newly queued projects can again be started and completed.
Yes, I did try that. It didn't matter where I started from, it always went to the middle of the nebula. I researched enough to get more movement points and tried @ androshalforc 's suggestion, and the ship was able to go from the middle of the nebula to the artifact in one move and collect the artifact.
Hmm. During Beta 2 a number of us had suggested that when a planet was culture flipped its starport should also flip, but I don't remember anyone suggesting that starbases also flip.
[quote who="tid242" reply="1" id="3512003"] That's interesting, I wonder if this is a problem for others as well. Many laptops are set up like this, where they use the Intel HD graphics chip for regular stuff, but then will switch-over and use the Nvidia/Radeon/whenever when the user needs more horsepower (like firing up a game). [/quote] I have exactly that setup on my laptop, Intel on the MB and dual Nvidia chips. If I recall co
That seems like it does describe my problem. What with the slowdown effect of the nebula, my ship can't make it all the way to the artifact in one turn.
in the following screenshot, I have a survey ship in a nebula, next to an artifact that is also in the nebula. The artifact is pointed to by the right hand arrow. If I have the ship selected, and RMB on the artifact to send the ship there, a course is instead plotted to a spot two tiles away in a northwest direction, where the left arrow points. I've tried this on several turns, and watched the ship move and left up two tiles when it should be moving one tile right. 
In Beta 2 that event didn't give the additional tiles nor did it apply the 90% penalty. Looks like it got partially fixed, but incorrectly [e digicons]:grin:[/e]
The Low Cost Point Defenses and Low Cost Armor tooltips also seem to indicate that instead of reducing cost, they increase it. They both say +10%.
After another save/reload, the hit points and moves are showing again. I hate intermittent problems, they're so hard to debug.
In the ship designer I see a component called Rapid Reload, under a heading of Kinetic Augment, yet the tooltip for it says it enhances the rate of fire for missile weapons. Is it for missiles, kinetic, or both?
Earlier in the game, when I moused over a fleet the tooltip would show me how many moves the fleet had left. Now, all I see is this: The fleet in the screen shot has 7/7 moves left. With this information missing there's no way to tell, other than actually moving the fleet, how far it can go. I have a saved game that, at least when I loaded it, reproduces the pr
While I'm here talking about the Yor tech tree, Low Cost Shield Systems, which should lower the cost of the shields, seems to indicate that it increases the cost 1.5% instead.
This is the first time I've explored the Kinetic weapon branch, so this might exist on other Civ's tech trees as well: It should be "Extension" not "Extention". A perhaps pedantic point: there is no range limit to kinetic weapons in space. There's no friction, so a slug once fired will go until it hits something, perhaps billions of years from when it is fire