yes it is, sorry i was mistaken
a0152570
paul missing is pretty serious
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Is paul still working GC3? Never see or hear from him any more. Not that i don't enjoy Frogboy, hes great too [e digicons]:thumbsup:[/e]
the auspicious start. Gives influence to bump to planet it is stationed at. Influence numbers do not change in tool tip on main map of in planet view. BUT it is taking affect as you can tell by observing the ZOI moving the sip into and out of orbit
it is fixed in the 221 opt in
Scoring system has always been screwed up (imho) Not that it should take much work but i would rather they concentrate on bugs
[quote who="ScrivenerOfLight" reply="40" id="3680254"] That's the plan--I mentioned it in the post above yours: [/quote] My bad, i wort before i read [e digicons]:blush:[/e]
the GalacticMainframe (and its*.png's) are not in the tech tree Had my head where the sun doesn't shine .. working properly
[quote who="Horemvore" reply="37" id="3680243"] Encounters use static blueprints. (set in stone blueprints) [/quote] yes but you can mod it and i think even add new static blue prints
[quote who="snarfo67" reply="1" id="3680245"] Same here. Another possible side effect of this seems to be several times when I start to move a constructor into place and try to build a starbase--- the option is not greyed out, but when I click on build starbase it tells me it's not my turn. I have to end the turn and wait. [/quote] Yup, forgot this one but have also seen it
[quote who="Publius of NV" reply="16" id="3680233"] Sounds like an oversight to me. [/quote] Agreed (based on his thread) Easy mod to fix
[quote who="Go4Celerity" reply="4" id="3668973"] ...upgrades that... boost defenses are required to build ever larger hull types add stat bonuses to ships constructed there give gearing bonuses to sequential runs (a .9 exponent applied to the manufacturing cost of each sequential identical ship for example) [/quote] You can do these by modding engineer and place it in a the sponsoring planet. MAY be able to add to a pro
[quote who="Publius of NV" reply="1" id="3680234"] You can see built up overflow in the planet build list by hovering over empty space just like you can for the shipyard lists. [/quote] I wish you could do this for research
several times i move a ship to a spot - it has moves remaining, BUT the AI turns start automatically as soon as my ship stopped
still seeing infinite AI turn times. exit and reload play continues till the next one
Still loving the mod. The workarounds appear to work! suggestion, up the rewards for heavily defended (and maybe moderately) they seem a bit cheap especially when compared to the games heavily defended ly
[quote who="leiavoia" reply="23" id="3680117"] I never got my loot [e digicons]:'([/e] [e digicons]:(O[/e] [e digicons]8O[/e] [e digicons]:'([/e] me sad too. Any way to color the actual anomalies? iirc Paul said this would be tricky
installed and liking it! good job. BUG sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies
thanks
[quote who="Publius of NV" reply="8" id="3679961"] So should they be enabled down the food tree? Or someplace else? [/quote] Food tree would work well and has some logic to it. Is too hard to add a separate branch off the food chain?
I think star base flipping would be bad for the game but it would be an interesting twist
A lot of good points and well written, hope Sd reads it. Very happy with the direction of the game but you have to wonder where SD QA is. Pirates,Minor Civs - agree Trading, Invasions- still needs work but a big improvement