IF A XOR B, THEN A OR B Proof: If A XOR B, then exactly one of A and B must be True. Ergo, A OR B must be True. (FWIW, The converse fails when A=B=True.) Therefore, if "today xor tomorrow" is true, then "today or tomorrow" is also true. "today or tomorrow" may admit more states, but that just means an easier question was asked than could have been asked. For example, if I asked, "are there at least 14 days in this month", the answer would be yes, despite the fact th
Hykin
In my ideal world, any component that is strictly worse than some other available component would be masked (maybe only if the proposed checkbox is checked). That is, component A would not be displayed if component B (of the same type) is no more expensive, takes no more space, and has at least as much power as component A. This way, Laser would not be displayed if you had Laser Mark II, since Laser Mark II is the same cost and same power as Laser, but is smaller. This would greatl
I had the same experience as Josh_88 (failed twice, then worked the third try), so I would suggest trying a few times before giving up.
From RaceConfig.xml: "Hippies at heart, the Jessuins would love to do nothing more than lounge the day away in the haze of their special herb, 'oisatsana'"
Phantom fleets. Reproduction: Select a starbase. Press F. Result: You get a fleet with no ships in it. Expected result: No action, maybe an error message Have not tried it with multiple ships selected with a starbase or with an AI freighter (on a trade route) selected to see the behavior there. It's not a big deal: 1) You can remove the fleet using the fleet manager 2) I mistaking press F instead o
Beta 3A: If you upgrade a ship on autopilot, the destination marker is orphaned and doesn't go away until a reload. Repro steps: 1. Build a ship. 2. Set a destination far away. Note that a green circle is shown at the destination. 3. Upgrade the ship (you may have to select a different ship and upgrade all) 4. Press the turn button until the ship builds 5. Select a new destination The green circle remains.
After selecting a trip for ship (say ship A), I will often click on another ship (say Ship B) to start selecting its destination. When ship A completes its trip, the computer jumps to a new ship and recenter. This is often timed to be just when I'm about to click the destination for ship B. As a result, the newly selected ship is sent off to a random point that happens to be same location on the screen that the intended destination of ship B. <
I cannot convince myself which is more confusing: 1) show the influence circle for mining starbases (prompting these sorts of questions), or 2) to not show it (prompting an entirely different set of questions of "why is there no circle"). I find it sort of silly, since it has no meaning for mining starbases (by my understanding), but I can easily ignore it.
I sent an e-mail to Stardock with a long list of spelling/grammar issues by line with the exact change I believe is necessary. I have not checked to see if beta 3 includes what I sent them, but I would suggest being very specific if you want them fixed. General complaints are difficult to trace. Specifying the exact line and change should make it easy to fix, maximizing the chance the change will be made.
- Deleting a ship that is being built by a planet gets the planet into an odd state. It's shown as producing nothing, but the governor cannot change the production from Nothing to something else (the planets do not change). You have to go through all the planets and manually change their production.
The farm problem has been fixed in the most recent version. Note that upgrading will not change the improvements in existing games: you must start a new game (by my understanding).
Clearly even you realize the silliness of not making it proportional without some dang good reasons (and you can't think of any yourself). The difference isn't small either, but can be as higher than getting 2bcs per billion people on a smaller population world to getting less than 1bc per billion people on a world with more people (but a much, much higher quality rating)--even if the econ bonus of the larger planet is 3 times larger than t
Trivial nit, but should be trivial to fix. In "End Game Summary", the scores are ordered: Society Technology Econ Military Overall but the buttons are ordered: Overall Summary Technology Military Economy Social Timeline synchronize the words (social v. society) and the order (at least soc, tech, econ, and mil). It's a bit disconcerting to want to see a subcategory and it's in an odd spot.
"There are no territorial borders in the game" This is simply not true. I know it's the Stardock line too, but their own text says otherwise. Five UP proposals talk about ownership of sectors: "...a tax on starbases residing in sectors not controlled by their empire...when occupying another race's territory" "starbase overcrowding in foreign sectors" "In fairness to sector owners..." "Colonies located in a sector not their own..." "...abnormalities that li
My idea from my gigantic galaxy game the last two days: It would be nice to have some way to find your spaceships destined for the same square as the currently-selected item. At the very least, a count of the number destined for there. This would help me in colonization (make sure a colony ship is destined somewhere) and starbase upgrades (keep track of how many constructors I've sent to a starbase). A temp pseudo-rally point would be nice. I don't want t
Hover on your approval rating on the planet screen. A tool tip comes up with the factors affecting it.
You understand the system correctly. You must remember, however, that the capacity of the building are set with that in mind. If there was no research, it makes perfect sense: your factories have some production, and you must choose between social and military work. With research, it does not make as much sense as stated, but it does make sense from a game play perspective: when a particular type of production is needed (build ships to def
Link The given sizes, sensors, and HP are the base. Add any tech or racial bonuses.
I have download 1.0X. It is certainly better (haven't seen the phantom ship design problems that were there before). I've added comments to other posts about my peckings, trying to be helpful. To give you an idea, here's a short list of some (picked things easy to verify that they're still in 1.0X): When loading saved game, you go through new game sequence When upgrading a ship, the defense numbers are just wrong <
FWIW, it's not the crashing that have bothered me. It's things like the resource problem with starbases, which I believe was universal (not specific machines) and affects a large fraction of the games (anyone who took over an enemy starbase). That's the type of bug that shouldn't get past QA. The crashes, while more annoying, are, as you say, nearly unavoidable, given the diversity of computer hardware. I feel like I'm getting p
Personal belief is that it should have one of these behaviors: Work (build two modules) Not let you put two on When you put the second on, tell you it'll be useless I certainly did it during the beta and observed the same behavior that drank reports. They'll certainly fit with sufficient miniaturization skills.
These are pretty minor and I expect painful to fix, but here goes: On loading a new game, you go through the same rigmarole as starting a game: start exploring space GNN report ("A Journey Begins"), select research, skips to planet. This feels unnecessary. If a planet reverts to you due to influence and you go to starport, the turn start-up continues (pop-ups for build, etc.) (may have mentioned this before) If you mee
The assertion is that they must have at least one unit of the boosted type before it takes affect. It improves the existing systems, not magically introduce capabilities. That said, I've not tried it.
RichVR: Resources not reappearing was fixed in the last version, at least for me.
There's information leakage on planets. You can see what foreign planets are building (social and military) with only "very low" espionage level. Clicking on a planet gives a stardock building "Idle" (should probably read "Unknown"). However, if you open the planet sidebar and tell it to show foreign planets, it lists the active social and military projects. Easy to reproduce: start a tiny galaxy, 9 enemies. B-line your flagship to be