The initial fix for this apparently was fixed when the production/research overflow was fixed/added. I wonder if loading a game clears all overflow savings?
00zim00
For the Yor the tech Economic Efficiency is missing the icon/tool-tip for the Efficiency center Also it dosnt unlock the Efficiency center as it says its supposed to. At least i think it dosnt, my market centers have no upgrade option and there is nothing of that name in the build options. Edit: Also noticed a problem in the Yor tree with Tariff Stations. Description suggests a income boost but it lists +10% Research. I'm guessing
My name is first on the list on the site :D, "00zim00"... but isnt in the current StarNamesText.xml. unless its somewhere else?
Ah you right, they don't show up properly anymore.. better get Paul on it ;P
There are lights on the planets o.0? I'll have to look later :p
I imagine this isn't much of an issue on smaller maps, just the bigger ones. Tho I'm hesitate to Nerf the trait, is my fav one for the yor xD I don't mind one trait being stronger an all the others.. Maybe its just me :p Maybe just keep it as it is but make it only work for the first 10 planets, then have it scale up on the bigger maps.
3pm est tomorrow, same as the dev cast times... tho thats just from memory when they wrote it in the twitch chat after the stream ended. They said they would be making a post on the forums with all the times with who is streaming so maybe this will remind them and you will get an exact answer :)
I'm guessing prolific + Bonus growth rate from difficulty level + "cheaty" bonus to getting colony's fast = killer Krynn Not to mention Approval penalty Trait X Ai bonuses = even more dangerous :P They can expand so fast with high pop and the AI bonuses are extremely cumulative with things like research and manufacturing when you have more planets. Im really just guessing here tho, i haven't noticed it yet but it does sound like it :D
War!!! [e digicons]:grin:[/e]
[quote who="RKade8583" reply="2" id="3546503"] http://i2.photobucket.com/albums/y25/RKade8583/Untitled_zpsywst83b7.jpg~original [/quote] If u look in the FOW im pretty sure u will probably find an AI starbase. they count for the limit to :) EDIT - Actually if u have a closer look you can see a dotted line going into the fow from the relic. that indicates its taken by a nearby starbase. if you hover over the relic it should say something
[quote who="Illauna" reply="5" id="3546497"] The first half of the dev stream missing? [/quote] i watched it live and basically for the first half hour no one could see anything at all as twitch or something was playing up. im guessing because of this that's why we only have the end half were it got stable.
Takes awesome Devs for us to be able to be awesome [e digicons]:thumbsup:[/e]
They didn't say specifically but from what I gather from other Dev posts, it seems like a new patch today. Guessing only minor hot fixes and I hear some ai tweaks. Guess until we get patch notes or more info we won't know :).
Was thinking, it would be cool to have a chat window that everyone lodged in can live chat in. :P Also, is it just me or does each posts "read" count only go up in multiplys of 10. at least until it gets to a really high number.. is there a way to make it display read count normally :P?
[quote who="joeball123" reply="1" id="3546397"] 9 - Personal Suggestion - would be nice to be able to "flag" a planet as research, manufacturing, wealth, tourism etc. And it creates a corresponding icon next to the planet on the main map. that you can turn on and off in the menu, and is filterable in the Colony list. (See Pic) You can rename planets by selecting them and clicking on their name in the lower left hand corne
Currently increasing nebulae frequency just adds more of them but doesn't seem to make them bigger. Could we also get a nebular size option in the map menu so we can choice to have larger spanning nebulae across the map as well. :)?
There are probably more people can come up with but here are some of mine that I think would be good to be addressed down the road. 1 - There is no way to easily tell what a colonized planets event bonuses are for each planet unless you mouse over every single statistic, even then depending on the event they have different names so it makes it even more difficult to tell. its needs to be in the govern planet window or a label called "Event" or something, just as the planet bonus ar
-Could you tell us some of the improvements/patching you have planed that your unable to add as they are locked in until after release because your trying to avoid adding major bugs. -Atm increasing nebular frequency just adds more of them but doesn't seem to make them bigger. Could we also get a nebular size option in the map menu so we an choice to have larger spanning nebulars as well.
[quote who="Frogboy" reply="30" id="3546316"] Quoting Seilore, reply 28 @ Frogboy will the AI use the 3 free constructor Pragmatic Ideology reward and quickly turn them into colony ships exploit/loophole that human players can use especially in the more difficult AI options? No. [/quote]<
[quote who="Frogboy" reply="17" id="3546263"] The AI can't see all the planets until beyond normal difficulty. its very very obvious, especially if you play on a pre made map. [/quote] Even on the highest difficulty i don't like this, i would rather them have like a 50% bonus or more to sensors then just a 100% view of everything [quote quoting="post"] So turn 34 rolls around and after researching Universal Translator I get a trade requ
Maybe your monitor is naturally to bright, that picture looks fine for me to :)
[quote who="Island Dog" reply="2" id="3545915"] I've made a note for the devs. Thanks for reporting. [/quote] Thanks for giving it the devs attention Island Dog :) [quote who="econundrum1" reply="1" id="3545785"] Interesting experiment I haven't tried if you design a ship with the escort role does it then stay closer to the starbase? [/quote] In reply to econundrum1, just because you were curious,
Anyone else get a certain satisfaction when a bug you found and posted gets fixed. Maybe I'm just being cynical hehe :p
1 - when ships are attacking some star bases or shipyards at mid range, their beams are hitting them, but in most cases hitting them in empty air in four opposite corners. the problem seems to happen when your ships are in medium range, in close range it dosnt seem to happen. It could be that all the beams are just missing. but because its hitting the 4 corners its kinda looks strange. The example in the pic is a Yor Starbase in case its an issue with just that one (See Pic 1) 2 -&
Im guessing most of these are going to be added when the Ship Designer DLC comes out when the steam workshop feature is added. but still thought I would post the bugs I found. Bugs: 1 - The Rotate gizmo is missing the "backface cull" flag, artists will know what im talking about. Basically its not displaying correctly as the poly faces are reversed. 2 - Some ships, for whatever reason, you cant zoom in as much as you can others. Makes it hard to do close up wo