I am unable to get this to work. When I try to click the middle mouse button to rotate a ship in the ship designer, it highlights the part nearest the mouse pointer and tries to rotate that. Very frustrating! Any suggestions would be MUCH appreciated.
Enskipp
I also tried selecting the star, and then highlighting the planet in the bottom-left viewing pane, and then entering the colonize cheat code. When I do that I don't get the error above, but nothing happens or changes either. Please advise.
I am still having this problem. I decided to try using a cheat code to resolve it so I can continue my game. However, when I enter the colonize command it says "Failed: No planet selected." How do I "select" the planet? I have the colonies list up on the right and have it highlighted there, but I can't click on it because it's not colonized yet, so how do I select the planet for the colonize command?
Yes, I meant Extreme Colonization itself. With that I should be able to colonize any of the three: Aquatic, Frozen or Barren, correct? There's just a production penalty until I get the matching colonization focus tech, if I'm understanding it correctly. I'm working on a game mod-free to see if the same thing happens. If it does I will upload that game to you. Thanks.
How do I upload a savegame? I was playing the 3.03 beta, all DLCs, sandbox. I am using some mods (Planetary Diversity, Planet Traits, NewStarNames, Star Map No Nebula, and Enhanced Terraforming). I can try a game with no mods to see what happens.
When I Trade for Extreme Colonization instead of researching it myself, I am unable to colonize Barren, Frozen OR Aquatic worlds. I have 2 games where this has happened now. I received zero responses to my question in the 3.03 bugs thread (see link). This is beyond frustrating. The game is unplayable for me until this is fixed. WHAT IS THE ETA FOR FIXING THIS???
Is the Extreme Colonization / Barren worlds issue fixed yet? In my last game I traded for Extreme Colonization, and was unable to colonize Barren, Frozen OR Aquatic worlds.
Thanks for the helpful replies. I'm not great with modding the .xml files. Is it possible to edit them to slow down the speed on higher difficulty levels, while leaving the other AI bonuses intact?
Playing on incredible difficulty, and meet aliens after 2-3 dozen turns. At this point my ships are moving 6-8 hexes per turn, and then I see an alien colony ship entering my scanner bubble with a movement rate of 18 (!) When I talk to them I see they have about the same engine tech as I do, maybe 1 step above if that. Usually I'm ahead in engine tech. I know the AI gets lots of money and production bonuses as you go up, but I looked and didn't see anything about speed bonuses
I noticed they were gone. I was wondering why though? Was the reasoning for it ever pointed out?
What happened to them? Where did they go?
Okay. So if I have a Haven tile (+2 pop, +1 econ to adjacent), and I build a city on it, then it will treat it like +2. Is that correct?
I'm not following what you mean by "per adjacency" ? My question is about what happens if I put a city directly on a farming tile? Maybe I'm not understanding you.
A little confused about Farming tiles. Let's say I have a +2 Population bonus tile on one of my planets. I usually build a farm there and will put a colonial hospital, or another farm, etc. adjacent to it. If I build a city there instead, does it increase the population cap of the planet even more? What about if other population buildings, like hospitals are put on that tile? The whole +2 Pop tiles / farming mechanic is still a little opaque to me...
Question is in the title. Do multiple transport modules allow for loading of more than 4 troops? I looked on the forum and online and was not able to find an answer. Thanks in advance.
I have Planet Frequency and Habitable Planet Frequency both set to abundant. I have just started a new game where I've explored 20 star systems and only 2 of them (TWO!!!) have habitable planets, and one of those is my home system. What am I missing???
Thank you LunarMongoose! Much appreciated.
On a ludicrous size map, I have races located in neighboring (literally next-door) star systems. Is there a way to specify a minimum distance between home worlds?
First of all, thank you. Thank you very much. Sincerely. Second of all, it's ridiculous to me that a game of this standing would force me to sift through hundreds of .txt files to find an answer to a question like this. Stardock: Why is NOTHING documented ANYWHERE?
I have looked everywhere here and elsewhere online. If the information is published I can't find it. Can someone please give me the actual distance in hexes?
Is their documentation for things like Civilization Abilities? The Certain ability states: "Believes their philosophy should be universal, increased influence, special planet improvements." What are those improvements? How can I decide whether or not to select Certain without knowing that? There are MANY other examples like this. The idea of a strategy game, what makes it enjoyable, is having the ability to make strategic decisions. Instead, I'm stu
Fast trait doesn't seem to be working now. My survey ship had 7 moves per turn, not it's starting with only 5. EDIT: Or not. I took fast off and now it's just starting with 3 moves. What happened?
I think that's right. If you use a Durantium point to build a structure, and then if enemies attack that planet and the structure gets bombed, you don't expect to get that point of Durantium refunded to you. However, the confusion happens because the citizen type is called an Administrator, and the Administrator "resources" which a newly assigned Administrator provides are also called "Administrators" in the interface. If the game changed the name of one or the other (the citizen type