Yes, this is super-nit-picky but this little display issue is still around in version 1.5X of Dark Avatar.
CorpusDelicti
I know that several people have reported that improving a planet (like using soil enrichment) adds more usable tiles to a planet but does not raise the planet quality. This may be one of the "same problems" that the OP was referring to - although, maybe this particular issue isn't a bug and is by design, I don't know.
Dang, I never even *tried* it on anything else before. That's actually kind of cool now that I think about it. Thanks for thelp!
I've noticed when playing on really big maps (huge or gigantic) that the cool little galaxy popup map (the one you get when you click the little triangle by the zoom buttons on the minimap) never shows the entire galaxy. It seems like it is always just showing a portion of the bottom-left "corner" of the galaxy. Is this normal? If so, is there some way to pan this map to show different parts of the galaxy? Edit: Ok, so I found out the trick, and it's still a bug, but a very mi
Maybe it's intentional, but it's kind of weird - apparently, you can rename anyone else's mining bases. Other than an easy way for me to flag in which order I'll blow them up, I don't see a good reason why we should be able to do this.
Pretty minor bug - but if you click the leftmost button on the toolbar at the bottom of the map that brings up a list of all planets and select the tab to show "Unowned", the list will show all of the unclaimed planets that you have found ... and it shows them all with the little shield icon and says that they are defended.
This is good - the only things I can find are really nit-picky! Anyway, the description for Earth in the planet details screen still has a big "/n" in the text.
Ok, I know everyone will just think "that's so minor, don't worry about it" ... but - are the planet city lights working correctly? I hesitate to say that they're broken because I honestly don't know if they are, but they don't seem consistent. They almost never show up and when they do, they're often on low population worlds that aren't always great quality.
Yeah, it's nonessential, but so is all of the jewelry stuff you can add to ships in the ship designer. But, if something doesn't work there, I still think it's good to get it reported and fixed. Likewise, if the planet lights deal is truly a glitch, then it would be nice to get it fixed.
I know I've seen a few threads asking about planet lights and mentioning how they are bugged, etc. I will say that I see them very sporadically and seemingly at random. So, I was wondering - how are they supposed to work? I think a dev mentioned once that it's based on population and planet quality. I know I've seen the lights show up on newly colonized planets with almost no one on them and yet I've never seen the lights on Earth - which starts wi
Super nit-picky I know, but - the description for the planet earth still has a "/n" in it.
I don't think it's your card - I have an X800 and when I have seen the "city" lights, they are prominent enough that I wouldn't miss them. But, they seem to almost never show up - and when they do, it's on some planet I just colonzied that has almost no one on it and no improvements. I'm pretty sure it isn't working correctly. In fact, has anyone EVER seen lights on Earth? I was looking around in the game directories, and there is some file called
In the colony screen and on the main map if a planet is selected, there is a number after the Influence Points in parenthesis. I've usually seen it as 0.00 at the start of the game. What exactly is this number? I couldn't find a reference to it anywhere. Thanks!
The civilization captial that you start with on your homeworld lists that it has a capacity of 24 production and 24 research. So, if I set my total spending slider to 100%, I would expect to be shelling out 48 BC to run that one square. However, I don't - the most I can spend is 24, which is then split between the research and production according to the other sliders. It *seems* like the civ capital can produce 24 *total* units of either research or production, but not 24 of both at the same
Oh, one other minor graphics glitch. Saturn doesn't always have rings - that is, sometimes the planet is bigger than the rings and they are apparently *inside* the planet so they don't show up. Pretty easy to reproduce - pick any map settings as the Terrans and keep hitting Ctrl+N until Saturn looks naked. I've also noticed that Saturn occasionally doesn't even show up and Sol only has 4 pla
Planet city lights don't seem to show up consistently or at all. Personally, I have never seen any planet city lights, regardless of populations/technological advancement. This is more of an observation, so I can't think of a specific set of instructions to reproduce it. However, in my case, all I need to do is play a game for a while and then notice that there are no lights anywhere.
Seems like a percentage - I tried starting a new game and colonizing Mars right away. Yeah, Earth was growing at 125 million/week, but Mars was only getting like 40 million/week. So, it doesn't *seem* like it's still a fixed value.
It seems like they fixed the growth rate. I noticed this too - now, the rate of growth appears to be a percentage of the colony's current population (like it should be - instead of a flat 200 million a week). No, I don't think your game is messed up and I'm actually really happy that this got fixed!
If the population grew at a more managable rate, it could make for some other interesting and fun options. For example, you could load up a bunch of people from a high population planet on a colony ship and unload them on that backwater planet that only has a handful of people. I think you can already do this (just put a colony ship in orbit around an existing colony and the people are transferred to the planet) but it's meaningless to do so - those little planets sprout people so fast you nev
Is it just me, or do planets' populations grow way too fast? 200 million people per week seems like an awful lot. That's a billion new people every 5 weeks per planet. It just seems strange that the planet I just colonized goes from a backwater community to having more people than present-day earth in like 30-40 weeks. Also, it seems to make the colony modules not so important. Why bother loading a lot of people on colony ships when
The core colony ship *looks* like it has 2 colony modules sticking out of it, but if you look at the info for one of them, it appears to have just one module. And, in fact, when you load one up from a planet, it only accepts up to 500 people. Yeah, it's picky I know, but why does the core colony ship not actually look like it should, given the modules that are actually on it?
Once a ship design is obsolete, is it possible to un-obsolete it? In my case, I was just playing around at the beginning of a game and obsoleted the core colony ship (yeah, I'm brilliant, I know ). Anyway, I couldn't for the life of me find a way to get the core design back short of starting a new game. Am I missing something, or is a design gone once you obsolete it, never to be seen again?
This is a pretty minor cosmetic issue, but - I've been playing as the Terrans and it seems like many times Saturn has no rings when I start a game. It's pretty sporadic - sometimes, it has rings and looks all cool, other times no rings at all. Anyone else notice this?
I read something in a different post about social production that implied moons give a bonus to production for the planet they orbit. Is this true? Do moons have any other effects and if so, are they listed anywhere? Same goes for planetary rings - other than looking cool, do they have any effects on the planet they are around?