Are there substantial changes compared with the opt-in? Meaning do I have to give up my current game (started about 8 or 9 days ago) because otherwise I miss something important?
lyssailcor
Since there is a lot of discussion about the now quite small contribution of population to the base production I have a suggestion: why not go back to and old, but nonetheless viable system? That is, require population to build improvements: 1 pop for basic buildings, more pop for advanced and special buildings. If there is not enough pop then the pop is distributed evenly between the existing buildings (e. g. if you have three buildings with pop requirement 1, 2, 1 and you have 3 pop then th
Interesting ideas, also I agree that diplomacy isn't diminished if trade at such a market would be much more expensive. To make implementation easier and therefore more probable I would be content with not a market as such, but with trade opportinities as events. From time to time you would get an event message like "A strange black cubicle with irregular surface and edge length of more than a kilometre materialized near your home planet out of nowhere. After the initial shock
In a single player game I have no problem with unbalanced mechanics as such.
[quote who="Taslios" reply="8" id="3682615"] Oh I agree. They need to make Continuous projects like they had in the base game. And then Single run projects... label them as such. [/quote] Even better.
Mercenary The Fissure: Description says Logistics 2, stats say Logistics 5.
Question: when does a Commander level up? Only when stationed on a planet (whatever for) like other citizens? If yes, then I would consider that at least as bad design if not a bug, since the job of a Commander is it to command fleets and so level up when he or she wins battles. The same goes for Spies, there the tooltip says explicitly they cannot level up when not stationed on a planet. But spying on other factions should also give them experience. And what about leade
[quote who="Santapolo" reply="72" id="3682574"] I don't know if it is a bug or if it's supposed to work that way, but everytime I conquer a planet its population goes up tremendously even surpasing its pop cap. Has anyone experienced anything similar? [/quote] Does it really go up or is your own pop cap that is applied to the conquered planet according to your traits and tech and relics and whatnot just smaller than the pop cap of the faction who owned the planet before?
[quote who="tid242" reply="2" id="3682394"] I think the consensus is that it will be turned off (and that it would be nice to be able to click a 'repeat the project forever' button, if desired) [/quote] Yes.
(2.3 opt-in) When my fleet hit a Precursor Anomaly in the pseudo turn that resolves all the ships with movement left the battle screen was shown, but nothing else happened. The fleet was the last one with moves left, the turn was resolved thereafter (doing all AI stuff and movements), and in the next regular turn the Anomaly was still there, but when I tried to enter it nothing happened. I had to leave the game and reload, then I could enter the Anomaly and properly fight the defenders.
[quote who="admiralWillyWilber" reply="3" id="3682328"] Yah sure minor lag when the ship is being destroyed. I have to disagree withe outcome recommendation. All i should know before a battle is probability not definates. I do agree the battle should agree with the outcome. I can see that being annoying watching your ships win only to find out they lost. [/quote] In my experience the outcome doesn't always go like the beforehand prediction if it is close, but as I said I nev
When you edit a post there is the tool bar at the top. There is one button there with a "plus" sign and a down arrow to the right of it, when you click on the down arrow a list opens with the second entry being "Image". But when I tried to insert a screenshot this way it didn't work, perhaps you have more luck ...
Not me, but I didn't fight that many wars yet ...
(2.3 opt-in) When I have a fleet that contains a transport with legions then suddenly all ships in the Ship Designer now show a line that shows "Legions carried 5".
[quote who="Jeremy_Mac_Donald" reply="8" id="3682293"] On a similair vien the auto continuation of the aid research 'building' (or other 'buildings like it' is driving me bonkers. The worst is with station garrison. You tell a planet to do that only to realize a bit later that the planet now hass all 22 of your legions garrisoning it instead of the 3 or whatever that was your intent. [/quote] Do they auto-continue now? I didn't realize that yet. That was much requested by qu
"Fixed a logistics problem that prevented the ships from not always merging to a commander's fleet" I have that problem again with my second commander. I have 53 logistics, some 66 with commander, but cannot add a 5 logistics ship to a 50 logistics fleet that contains a commander. "Manage Fleets" screen shows "Logistics required 55/53" when I both select the fleet and the ship. That's the same behaviour like before 2.3 opt-in.
One more concern with audio files: translation. As much as I agree that would add a lot of flavour to the game, I fear that a not-AAA company like Stardock cannot afford the initial work plus translation.
[quote quoting="post"] Since I started a new game with Crusade 2.2 (the last opt-in though that also listed version number 2.2, the official 2.2 update came 1 day later and i didn't want to start over again ...) I began taking notes so that I can keep track of the bugs still present (or new [e digicons];)[/e] ). Here what I found so far (I'm around turn 150 now and have only met one single other civ (ludicrous map, all AIs gifted, about 20 AIs, slow pacing, very slow research): <br
[quote who="Rhonin_the_wizard" reply="56" id="3681834"] Quoting lyssailcor, reply 55 Just a question, don't know whether this is a bug yet: I got offered a Research Treaty and took it, but I can nowhere see the effects of it. Do I miss something or is this a UI problem? I once saw the effects
[quote who="Taslios" reply="29" id="3681860"] Alpha Centari Alien Crossfire still takes the cake for being the best of the "Sid" games [/quote] Together with Colonization (the original, not the Civ 5 (? - cannot remember exactly) official mod remake.
[quote who="Triple_Crown" reply="28" id="3681851"] From the very beginning I felt that those planets' potential are not used. There could be tons of stuff to do, that could be there, but are not. Let us eXplore those, dead and alive planets for some artifacts or other phenomena! Invent planetary tiles with some difference, more than just buildable/non-buildable tiles. Make places unique! [/quote] I suggested something along that lines a while ago (to no avai
[quote who="TheFunMachine" reply="62" id="3681906"] I'm really curious as to people's perceptions on that question. I share your outlook, but I often see people expressing other sentiments with games like Stellaris in anticipation of a stream of DLC. With Stellaris, I definitely appreciate how they maintain a core experience with updates but have been adding DLC which extends the experience. [/quote] Everyone is entitled to his or her own opinion ;) Apar
[quote who="TheFunMachine" reply="54" id="3681816"] Quoting lyssailcor, reply 52 Quoting adamb1011, reply 47 Interesting
[quote who="tid242" reply="45" id="3681723"] I've never played Spaceworld Ho, but it sounds to me like it'd be a great game for $8 ... but not one I'd ever spend >100 hours playing. [/quote] Correct. Spaceward Ho! was a downgraded Master of Orion with some funny ideas, I didn't play it very long. Still I have some romantic memories ... ;)
[quote who="adamb1011" reply="47" id="3681782"] Interesting article. Why don't you try offering a subscription model for a game? Ie pay an initial cost ($40), then subscribe $5/mon in exchange for regular new development and polishing etc. That way you can scale up or down team size based on game popularity. For example if galciv has 20000 paying subscribers, at $5 per month, then you would have maybe 50k per month to spend