If you reassign a mining to another planet and then save/reload ir reverts back to closest planet
a0152570
Just for kicks i did a large and huge (6 Ai's common minors) . Same slow downs. Also notice delays on just about all click actions that were not there pre 1.8
[quote who="Bamdorf" reply="10" id="3639043"] Of course you will want to find resources and stuff, but still. [/quote] I was going to say the same thing [e digicons];)[/e]
[quote who="brokenwolf023" reply="10" id="3639054"] There also seems to be an issue with CTD when you try to go to the Main Menu within the game. [/quote] I have done this a bunch with no problem, But it has always been within the first few turns (if that makes a difference)
[quote who="jvdouglass" reply="4" id="3638982"] bugs/wierd: constructors are not entering bases after base creation (again) [/quote] ? I don't see this happening in my games [quote who="jvdouglass" reply="4" id="3638982"] Can explorer type ships get xp? [/quote] Only if you put them in a fleet and either survey of fight with that fleet
[quote who="androshalforc" reply="5" id="3638989"] ive always been able to see stars in the fow [/quote] Yes (& this is OK) BUT you can now see (in the new star box) # of planets,asteroids and hab planets class of stars in still in FOW
no need for constructors. just click on an asteroid in your ZOI and select build, cost 500 and 3 turns
it goes away when influence drops below 1.0
[quote who="Frogboy" reply="2" id="3638936"] It only works if the star in question has been explored of course. [/quote] Sorry Frog, but that is not how it is currently working in the 2 games i started, I hope its a bug/oversight but it is prob WAD at the moment http://screencast.com/t/ZoP0z3Sb0tRB
Star Information Window You can now click on a star to see colonizable worlds within that solar system. This "feature" effectively removes one of the 4X's making it unnecessary to explore the solar system looking for good planets. Now right from the start i can just go crazy clicking on stars, immediately knowing all the best ones to send colony ships to. This is almost like removing the FOW. </
i think its supposed to Ship Leveling All ships now improve over time for winning battles and surveying anomalies. Most ships will gain additional HP as they level up. Mercenary Ships will additionally improve based on their existing abilities.
[quote who="rynebrandon" reply="2" id="3637685"] I'm not sure I understand your meaning. My code doesn't have line breaks. [/quote] He may want a line break
[quote who="unclesporky" reply="2" id="3637584"] 'm looking for more concrete info, [/quote] This may not be concrete info and you may know some of this but .... As Taslios pointed out; Tourism is a factor of your influence and culture but i have yet to figure out how its calculated. I have built tourism buildings where the
[quote]and allowing them to return to your controlled space unobserved [/quote] how do you do this? Mine always take a straight b line path adn are always seen by the AI
[quote]You can get +X% hull capacity or get -X% component mass (hint: the latter one is better suited to make bigger ships) [/quote] why? I am admittedly slow But (keeping math simple) say a ship with 100 mass capacity and 10 components at 10 mass each increase hull by 20%=120 capacity ; i can add 2 more components vs decrease component mass by 20% ; reduction of 2 eachx10 components= 20 less mas ; once again i can add 2 more comp
I asked this during the anniversary stream. Paraphrasing Paul: "Reasons are technical and compacted but it is something I would like (& plan) to fix"
[quote who="Larsenex" reply="1" id="3636771"] When I shipyard is idle that production is supposed to go back into the sponsoring planet as social manufacturing. That is what is 'supposed' to happen. I am not sure if this is the case as there have been reports of production not being funneled back to the sponsoring planet when the shipyard is idle. [/quote] the idle button was replaced with Do Not Notify, production always (as set by the global slider) is going
yes, 2 methods 1 eject a ship and mov to the desired fleet 2 move the two(or more) fleets on top of each other (stack them) , select stack, click manage, disband & them rebuild the fleet(s) by SHIFT clicking on the ships you want, then click create fleet
[quote]- No colonization events for "normal" planets after around the 34th planet - No longer able to take over planets or starbases via culture flipping. Have planets that are completely sorrounded by my culture, but they won't flip - Starbases not auto-upgrading mining improvements when there is a constructor in the starbase - Can't rename planets when colonizing them, have to do it from govern screen. It
[quote]I knock out constructors and colony ships left and right... Is this a known bug? [/quote] i don't think so. Do you know shipyard production rolls over? e.g. (simplistic example) if your yard is receiving 100 production per turn, and you build 10 ships at 50 cost, at the end of 10 turns you have built up 500 production points. This would let you crank out 1 ship costing 500 pts in one turn. or 2 @250 over the next 2
[quote]Salvage seems to be a useless attribute beyond the early part of the game. [/quote] I tent to agree with this. When i salvage a ship i typically either decommission it for credits or trade it to a minor/ friendly AI.
Playing A synthetic race 1.71 Optimize Research tec > Text does not match results. Says +1 to adj level, does +10% http://screencast.com/t/Ck6FCOWWf http://screencast.com/t/itiX86ohkyJ
[quote] I am however not very creative [/quote] Me too [e digicons]:')[/e] . However I Ilike the idea Hanyou: Cool events but all look like negatives. Perhaps you could add your thoughts on the actual impacts e.g. Mega Volcanoes like Yellowstone an extinction or near ext
I agree with Ryat. Yor can be hard to play in the early game but the get really strong later on. Big plus us you need no farms so all planets effectively gain 3-5 tiles, HUGE advantage. My typical early game approach: Home world - heavy manufacturing Design & build a colony ship yo use as a shuttle, no life support, 2 colony modules fill with engines Do assembly projects on home world and use the shuttle to move populatio
Agreed, it would be nice if a few end game surprises could be thrown in. Often the mopping up takes longer to play than the "interesting/challenging" stage