More 0.41.2 game-play experiences. 4. Gameplay: Micromanaging really, really, really, really sucks ~25 hours(!!), Turn 124. Each turn takes 20-35 minutes now. (The save file actually says "34.5 hours", but some of that was me AFK without hibernating the laptop.) OTOH, my economy has already surpassed 2 Godlike AI (Drengin, Iridium), and I'm within 2% of
Gilmoy
[Bug] Environmental Research does not give global +1 level to Research improvements These 3 specializations should all use the same game mechanism: they globally modify all colonies, find all tile improvements of their type (e.g. that say "Research Improvement"), and give +1 level. Conjecture: This game mechanism isn't working. [x] C5 Environmental Research: has no effect</stron
[Bugs] Starbase module prerequisites: +mp, +rp out-of-sequence; +ap/+bc cross-benefit upgrade I expect all starbase modules to get reworked. I dunno if these are bugs, anachronisms from incomplete editing, or ... design intent. "C2" means tier 2 in the Colonization tech subtree. For Terrans, C1-5 = Age of Expansion, C6-8 = Age of War. Manuf module upgrade path (these replace each
When a signed 32-bit integer overflowed? [e digicons]:grin:[/e] +2.1 billion is right around 2^31 ...
i.e. you want a Constructive Solid Geometry tree that includes regularized set difference operators :) GC3 ship design is currently an additive-only solid(?) modeler (N.B. not a surface modeler) , i.e. a CSG tree with only union nodes. Since Boolean union is associative, order is irrelevant, and the "tree" collapses to a flat list (actually, an unordered sequence). Machinists have had the inverse problem forever, i.e. they make protrusions by applying material-re
I am seeing this now, in 0.41.2. I micromanage by 0.1 rp every turn. Within a tech specialization (3-choice bubble), all 3 choices have the same cost, right? But as I finish each one, my turns-to-complete for the other 2 goes up from 1 turn with 0.1 rp waste :) to 2 turns (which really means about 1 turn + 10 rp). It doesn't annoy me because I'll micromanage it down to 1.0 turn anyways. Conjecture: Every completed tech level adds a penalty to al
[quote who="mormegil" reply="1" id="3489735"]... couple thousand founders stars ... [/quote] Cha-ching!! Stardock thanks us for our support [e digicons]:beer:[/e] [e digicons]:pizza:[/e]
#18 not a bug. The move-ship-onto-starbase idiom is overloaded, and has 2 meanings: join starbase's defensive fleet(s) add to starbase's construction points there should be a 3rd idiom here: ram enemy starbase ... like Battlestar Pegasus ... darn If your ship is a constructor, and it would keep that starbase's "modules unspanned" non-negative, then it does #2. All o
[quote who="Larsenex" reply="2" id="3489532"] Gilmoy, did you initially just build the 3 factories and Solar plant by themselves THEN the Research center and finally the TC all in linear order? [/quote] Basically, yes. I build roughly: growth: Colonial Hospital (and promptly upgrade to XMC if I have it) manuf: For a world that needs "large" build capacity (e.g it has 1+ nigh-complete hex rings; or it's adjacent to an AI), I go for a triangl
Ultimately, the OP is correct. In the limit as you hit max pop, it is (almost) always better to replace a tile with a farm. (But this will hit an equilibrium point before you convert them all; see below.) However, the growth rate of 0.1 bp/t (which you can fairly easily pump to +120%: Xeno Medical, approval +50%, two food techs), for 0.22 bp/t, does impose a time delay. It is much faster to build up to other tiles first. You will generally finish building out a
I micromanage, so my turns take longer to play. I'm up to only turn 88. (Terran, Large, 3 Godlike) I hope these comments illuminate for those of us who do pay attention to the numbers. 1. Ideology costs lowered, but traversal now breadth-first The Ideology tree is revamped. All costs got lowered. However, a new rule seems to be in effect: <ul style="list-style-
[Cute] Cultural influence hole of size 1 hex renders as perfect circle Ignore the red text overlays. I get it now: it's not a bug, it's my (non-)Influence. It could have popped into existence when I destroyed some Consulate tiles to build Missionary Centers. <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46480656208841507/EF6B0E5CB38FD79C7EE7428053647C97955D5D6E/" alt
4. Teleporting Civilians (screenshots) Oh the fun we have in 0.40! Each image is a collage of 3-6 screenshots. <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46480656
See, this is why we must find bugs, exploit them ruthlessly, take snapshots, and post them on the web before they all get fixed [e digicons]:bebi:[/e] The highest badge of honor for any Alpha / Beta tester is to say: They fixed this bug because of me -- ima gonna teleport some civs before I upgrade to 0.41
6. Missionary Center does not give +1 Benevolent point per turn Apparently not implemented. 7. "Destroying" a not-yet-built Missionary Center prevents rebuilding it This could be endemic to all one-per-planet items. If you enqueue a Missionary Center, but remove it from the queue before any construction is
So I actually reached 16 colonies = (160 - 50 bug = 110)/0/0 on T122, unlocked Empathy, and built Missionary Centers. 5. Breakthrough gives ~300 rp, and deducts 125 Benevolent points Benevolent tier 3 Breakthrough also suffers from the Mindfulness deduction-bug. If you take tier 3 Empathy first, at a cost of 107 = 16 colonies (i.e. you have 110/0/0, after the Mindfulness -50 point bug), then this raises
2^32 - 1, since it's odd [e digicons](\B):vulcan:(\B)[/e] [_] Forum bug: Selecting the "vulcan" smiley from the menu bar produces the above. Work-around: Just manually type vulcan , replacing with ':'.
2. Don't waste excess Better UI for technology points from Ideology awards. Or, more generally : Add a tech queue, and make all queues lossless. Anecdote / case study (yah, this actually happened just now): I play all-Benevolent. On T122, I colonize my 16th planet to reach (160 - 50 bug = 110)/0/0 Ideology. I unlo
Odds and ends from my "Bene Deux" game. 1. (UI request) Planet Manage screen displays each axis's total bonus in header bar When I micromanage a planet, the most common action is to reassign excess production , i.e. from the main axis (one with highest +% bonus) to the secondary axis (2nd highest bonus). But I can't tell the secondary from the tertiary without hovering. A forgewo
4. (Roundoff error) Finish colonizer from afar to "teleport" civilians for free Screenshots to follow (when I set it up again). Outline: This seems to be a cascade of several inconsistencies in shipyard management. But it works. A shipyard can have 1+ sponsors, at any distance. A sponsor at range 6 hexes or closer delivers full mps (zero penalty). A sponsor at range 7+ hexes
3. (UI bug) You can select and Upgrade enemy ships (but all choices are blanked out). On T118, I snooped Drengin's fleet of 4, selected a Drengin ship, and saw that the Upgrade button enables. If a ship suddenly "loses" (ahem) a
2. (UI bug) Planet bar's Approval of "100%" can be a false positive for Approval bonus tier of +40%. Nomenclature: The Planet bar is in the lower left corner. The Planets list is the right edge column. Approval bonus tier +50% occurs at Approval 100%. For this tier, both Planet bar and Planets list show ":) 100%". Approval bonus tier +40% occurs at Approval [95,99]%, where the square
3 turns later, in turn 81, my 6th colony (= 7th world) also gets the bonus, and my Benevolent points crawl back up to 10/0/0. In fact, I've noticed no further disruption: it's simply a penalty of 50 points. Silly continuation: When you hit
Surely these gamebreakers are already known (to the dev team) ... but they're still fun to elucidate (and archive). When we whisper legends of the abuses we could exploit in Beta ... it's threads like this [e digicons]:ninja:[/e] 0. Reference: "Bene Deux" Terran, (all-)Benevolent. Large galaxy. I don't
My 3 AIs are "Godlike" (highest setting). They kicked my butt in Power for about 80 turns, 2x to 3x ahead of me. I'm catching up. Around turn 90, I finally surpassed Altarian and Iridium. Drengin's lead over me has shrunk from ~3x to ~1.6x. GC2 "Genius" setting consisted of +100% economy (compared to the human player), and all AI algorithms. I don't know what GC3 "Godlike" entails, but it feels similar. <img src="http://cloud-4.steam