[quote who="Jedistinger" reply="5" id="3680031"] Quoting a0152570, reply 4 I think star base flipping would be bad for the game but it would be an interesting twist It's already bad for the game when an enemy Starbase ends up in your influence zone and fully functional. And their pretty well a
Jedistinger
[quote who="a0152570" reply="4" id="3679958"] I think star base flipping would be bad for the game but it would be an interesting twist [/quote] It's already bad for the game when an enemy Starbase ends up in your influence zone and fully functional. And their pretty well armed, huge risk on blowing them up especiall when you don't want to go to war. And why isn't World flipping bad for the game and not Starbase?
[quote who="a0152570" reply="1" id="3679940"] Does it mean i researched 72 techs out of 84? And need 84 tech to reach ascension age? Yes. i have not checked to make sure it is still working but it used to. [/quote] Ok it's not a bug, it's working but theres still the question of flipping starbase and starships, do they have that in the game?
I keep checking every turn, it shows 72 / 84. Does it mean i researched 72 techs out of 84? And need 84 tech to reach ascension age? Also, can foreign influence flip enemy shipyards and/or star base too? Does it depend if at war or not? Often I find myself going into peace with a race and their star base / shipyards end up in my influence zone cause I conquered their worlds. Their in-operational and useless, I figured I can put them back to work. At least able to barga
I heard someone say that besides the odds of wining an invasion, there's a mini-strategy on the battlefield that you must consider to ultimately win. So there is a strategy on placing your legions on the battlefield or else we would not have that option, and this is regardless of your odds. You favorable odds only gives you an advantage but you can still lose. Now I might be wrong and there might still be a bug. I also had a battle that I lost once when I had an advantage, but it doesn't happ
Well then you read my mind, I'm trying to find a solution to it. Cause I just find it annoying to get a message pop up where I'm frozen and have only 1 option to press "start combat" or "quick combat" , the most annoying part of it is half the time I don't know where the fight is and with which fleet I'm going to combat with?
I think your misunderstanding what I mean, have you played this game? I'm not saying to resolve a battle at a later turn, all I'm saying is to have it in the notification panel and return to it after I complete other tasks like planet management etc.. in the same turn.
Currently I don't like the way the ship combat notification is handled. When the AI attacks my ships, a window pops and I have no clue on the map which or where the combat is on the map. The only option I'm presented with is to fight? Imagine on a ludicrous map where there's more than 10 battles to resolve? Also, why can't my ships make a run for it? If my ships are faster and tougher than the opponents ships, I should be able to take some of the damage and escape? So I prefer to have
What do you mean by possible? Because mine aren't even grayed out with regards to spies, I can only see infiltrate promotion.
I still can't figure out how to unlock other spy promotions besides the "infiltrate" ability. Now I know that you need the necessary resources to use the abilities, but in my case the promotions aren't even showing, well besides infiltrate? I even tried to be aligned with malevolent ideology, perhaps by unlocking a few of those it would unlock the spy promotions too? Anyone with ideas or am I missing something?
Well ok, your saying it's game breaking, but just cause your techs are being stolen it doesn't mean your going to lose the game against the AI? There's so many ways you can win like economy and influence. You can go to war and reduce their empire power, or steal their techs also? If in fact the spy promotions are based on alignment, then pragmatic usually are the on'e who steal tech and you can go to war against the civilization with pragmatic trait. I usually make sure I have a diverse citiz
You can reduce the chances of tech stealing by putting your spies as counter-espionage in the govern/economy screen. It's suppose to tell you how much chance the enemy has to steal your tech, the more spies you invest in counter-espionage the less chances enemy has to steal your tech.
Ya these are all good questions that the devs didn't bother to tell us, I have yet to figure out why some of my spy promotions don't appear like kill an enemy citizen or blow up an enemy building? Thus far, I was only able to disable a building or use the infiltrate option.
By the way, I use spies and never got the option to blow enemy buildings or kill an enemy citizens from promotions? Do you have to have a malevolent alignment? Cause I usually go pragmatic and the only thing I have as a promotion is to steal a tech through infiltration option.
[quote who="a0152570" reply="3" id="3678185"] I use them all the time but so far only to steal techs. Haven't figured anything else out yet [/quote] Same, but I have a theory. I tend to go pragmatic most of the time, perhaps you only get infiltrate to steal tech. Maybe if I go malevolent, promotions like destroy or assassinate show up? Can anyone confirm? And if you go benevolent, you can hit their approval with feeding misinformation or something.
The only promotions I got from spies is infiltration , how do you open up the other actions???
Reason why I ask cause I've been using them lately, and the most my spies have been able to achieve is surveillance and steal tech from enemy. One of my spies reached level 6 and yet I still have only 1 promotion type, I also have spies disabling buildings but I heard that they can also kill citizens or blow buildings up? Are those through promotions or random?
Thanks for the update, the espionage bug has been resolved.[e digicons]|-)[/e]
Ok so the latest thing I tried, I deleted all my saved files, I uninstalled the entire game and re-installed it with mercenaries & crusade expansion. I opt-in 2.13 and verified
[quote who="Jedistinger" reply="16" id="3677550"] Quoting pshaw, reply 9 Quoting Jedistinger, reply 7 SPIES are still di
[quote who="pshaw" reply="9" id="3677501"] Quoting Jedistinger, reply 7 SPIES are still disappearing from the enemy buildings I assign to after reloading my game and losing the ability to remove or place spy !!! Can you do me a favor: restart steam and verify files? I tested this j
SPIES are still disappearing from the enemy buildings I assign to after reloading my game and losing the ability to remove or place spy !!!
Do you guys even read the support page? you want to talk about bugs here and yet you omitted the espionage bug? I tried your 2.13ver and it's still there! Spies are disappearing from buildings when reloading game?
When you transfer your spy on any enemy planet to disable a building, it disappears when you reload your game? It's weird, it's as if you can't get back your spies and their permanently assigned on enemy planets. It doesn't even show that my spies are nullified from the enemy? It's like their assigned but you can't remove them from enemy buildings? Am I missing something?
When you transfer your spy on any enemy planet to disable a building, it disappears when you reload your game? It's weird, it's as if you can't get back your spies and their permanently assigned on enemy planets. It doesn't even show that my spies are nullified from the enemy? It's like their assigned but you can't remove them from enemy buildings?