And what I am suggesting, based on what I have read, is that you will not get a second copy of the game, and the bundle price will be discounted accordingly.
Greg__B
As part of a bundle or standalone? The change I'm thinking of only affects bundles, and was only introduced in March or so.
I thought I read somewhere that Steam changed the way bundles work so that you'll only get (and pay for) the games you don't already have.
Saved games keep an internal copy of many of the XML files they were created with, so that old save games are less likely to be broken when the game is patched.
Could its defense be jacked so high that nothing can defeat it? IE, it's rated at 175% and core detonation only reduces it 50% or so?
There was aslo at one time a bug where if the total diplomatic value of a trade got too high, it rolled over to a very small value. Did that ever get fixed? If not, that might explain this. Can you trade for just 2 or 3 techs for 3-5 durantium, or does it only work with lots of techs selected?
Your issue is almost certainly this: There is an issue with some tech trees (you don't say which you were using) where some techs do not show up in the non-tree tech selection screen. Switch to the tech tree view and carefully check each branch. I bet you'll find some unresearched techs that way.
As i understand it, the basic constructor was a stopgap fix to an issue where the Request Constructor didn't work at all if the standard constructor blueprints were all obsoleted. The intent was always to come up with a better fix for the long term. Perhaps they have done that in 1.12.
It seems to me that it would be most intuitive for the terrafomer options be unlocked in order of decreasing land requirement. It makes sense that more knowledge would be required to convert increasingly useless tiles. And this way, people can build them as soon as they unlock with less worry about making an inefficient choice. Which, now that I think about it, is more or less how it has always been, except for the repeating nature of the Ultra-Terraformer. So I&#
Well, there is still some small benefit to the later modules -- that being less clicking and fewer attachment nubs on the blueprint used up for the same amount of range.
This does appear to be a case of the bug TMPhoenix mentioned. Load your save game, and look towards the bottom of the Engineering tech tree. Two of the branches off of Logistical Optimization are completely unresearched. Even though they do not show up in the default list view, you can select them in the tree view to complete your research.
The Shrinker sort of has to be empire-wide, as ship designs are not shipyard-specific.
You're trying to invade with a colony ship. You need a different ship -- a Transport -- to invade enemy planets. You get those from the Planetary Invasion tech.
Resources are consumed by a ship for its entire lifetime. Presumably, you still have 3 prototype assassins hanging around; that's where the elerium is going.
Refining takes the base resource and turns it into something else. Oil into gasoline, for example.
The Durantium Refinery consumes durantium. You'll eventually unlock mining upgrades for your starbase that will increase the yields.
As an aside, you can research all the technologies without triggering the technology victory as long as you don't build the Ascension Gate. You can also just disable *all* victory conditions. I don't think that will interfere with getting the ideology achievements.
What race are you playing as? Are you using the tech tree view or the default list view?
This is still an issue in 1.0.3.
The situation is slightly improved in the 1.03 opt-in. The planetary Shopping Center is now made available by the Efficiency Studies tech, and the reference to the Efficiency Center has been removed. However, both Xeno Commerce and Economic Efficiency unlock the planetary Market Center, and the starbase Shopping Center which comes between the Starbase Market and Starbase Promenade is still missing.
Well, there's still the matter of all the starbase income modules being unattainable. If that is also by design, then so be it, but they are referenced in the tech descriptions and it's going to keep causing confusion when people can't ever build them.
How long are you waiting after the initial save before bringing up the load screen and seeing the ~'d file? I'm pretty sure that the ~Filename is a temp file created during the save process, and is converted to the normal Filename when the save is complete.
Is Builder 5 also affecting the generated-from-nothing module from Builder 3?
The Yor cannot build the Shopping Center and Orbital Shopping center which breaks the upgrade chains and limits them to only first-tier economic buildings and starbase modules. This is because the Yor tech tree does not contain the "Xeno Economics" tech. Also, the flavor text for the Yor "Economic Efficiency" tech says it unlocks an "Efficiency Center" building, but does not actually have anything in the unlock list other than Interstellar Banking, and the Efficiency Ce
You might check, if you haven't already, whether there are some techs that appear in the tree view that don't show up in the list view. There's an issue with some of the tech trees where that happens, and the game might realize that there are additional techs to research that you haven't seen if you only use the list view.