Two small bugs that I've noticed with my first game using 1.3b3X: The right-hand slide down menu that uses icons to inform you when a ship or project is done, when a civ is going to war or has made peace is acting up (can't remember what it's called atm). Specifically it's lagging behind by one turn when I'm building ships. At first it will work OK and display on the turn the ship is completed but it usually gets 'behind' within the space of 3-4 turns. Second: Auto-survey scr
GreySpire
Considering I just upgraded to a Conroe E6600, 2 GB of shiny Corsair and a 7950 GX2 I definately have the hardware to run it. That said, I wouldn't pay for the upgrade. As pretty as the game is I spend most of my gametime zoomed out pretty far; not quite to the strategy map level but far enough out where ship graphics are largely irrelevant until I get into a fight. Now I'm off to play my first ever Huge map now that I can finally run it. <img src="http://images.stardock.
Custom race configuration does not save, so when you finish a game and go to start another you have to reset all the values. Not all that difficult to do, but it's driving me nuts mostly because I tend to play small map games. Did this in both 1.2 and 1.3B1. There was what seemed to be a related problem with random settings not changing unless you reselected random at each new game startup, but that one looks to have been fixed in 1.3B1. Oh, I know there is a work-around by e
Thanks, hadn't thought of that.
Pretty much what the title says. Using 1.2 and my changes to the custom race are not saving in between games. Every time I start a new game I have to go back through and redo all of my settings; it's not a big deal, but it's a bug that's been bothering me for awhile now. IIRC it cropped up during one of the 1.2 Beta's and I never really bothered with it. I've cleaned out all my custom config files (ships, races, etc) and I'm not running any mods. My next thought is to do a reinsta
CPU Intensive was added in 1.2 Final. It was coded in during 1.2 Beta 2 I believe but wasn't available. Now I have to give it a shot....
Well then you're back to what Pmutzu said, which means you're SOL for a metaverse game.
The custom race gets a racial bonus, the same as all the other ones. The Yor, for example, get the miniaturization bonus along with something else. The custom race gets a +25 to soldiering and I believe a +20 (or thereabouts) to Loyalty. These do not cost you any points; often the racial abilities are better than what you can select manually. If you clear the attributes you will always see those two pop up, along with the full 10 points to spend elsewhere.
Any word on changes from 1.2 Beta 2 to 1.2 Final(ish)?
Population bonus worked as of 1.1 I believe, maybe 1.0x.009. I use it for my custom race, 10% from abilities 10% from political party. Easiest way to tell is compare your population to the other races. As for working, I love it. It allows me to get a couple of cash farms running much faster and can give a great early boost to my economy (not to mention that loading up troop transports don't damage my economy for as long).
+ Fixed bug where upgrading all ships of a type would cost more than upgrading them individually. WOO!
It's a problem with the setpoint software. I have a MX900 that did the same thing, I set the middle mouse button to *gasp* middle mouse button (or some such, not at that comp atm) instead of whatever setpoint had it set at. It was causing problems with all sorts of games and with Opera, but set how it is now it works like it should and has the full standard functionality.
What the heck am I supposed to say to a changelog that long? Oh, right.... Thank you Stardock.
I remember it being mentioned that the AI only designs ships every year; has that been changed? I know it takes a lot of CPU time to do so maybe making it an option instead? Unless it's already included in the 1.11 update that allows the AI to take more time.
You get a base range that your ships can travel from your nearest owned object, either a planet or starbase. Life support extends this base range, instead of being the only determining factor in how far a ship can travel. Resources are global in effect, and therefore do not show on the planet screen. Individual starbases (econ, influcence, military) are the ones that have an area of effect. If you look in the civ manager it should show the mining resource there along with any other
I've actually seen the opposite; the invasion fleet which is a mix of transports and small fighters lags just behind an attacking fleet that the AI is using to clear a path. In one instance I managed to take out the lead fleet (though I took very heavy losses)....at that point the transport fleet turned around and regrouped with another attack fleet that was being sent up. Very cool, until I lost my manufacturing capital.
Edit: Removed self-righteous rant. Read the original post wrong. I've seen the 700% tiles pretty often, but I also play as the universalists with my +25 to luck.
*raises hand*
Nope. Even scattered they all eventually end up following each other. Annoying as hell.
What id like to see : finally a "Goto" button that leads the player to the planet where the ship has been built. Now, when you click the "goto" button, it leads to the shipyard, which is totally useless... I don't want to build more ships, i want to see where my damn ship was built and access quickly to the building planet ! And when you exit the shipyard the vi
Hey, give the guy credit: he spent 2 hours looking for something that doesn't exist. Most people would have noted the complete lack of any multiplayer in any menu in the first two minutes, and then given up.
I find sometimes having it set to auto survey or explore will cause it to go screwy; when that's the case I simply turn them off and set the destination to someplace inside the range border.
There's nothing smaller than large that's weird Sounds like they know their customer base. Guild Wars did something similar; all the shirts they give out are XL. Too bad I play as a custom race...
Mostly if you want to change planet focus. Early game I build my home planet in a pretty balance fashion, but once I have enough other focused worlds I go back and do the same to the home planet. That, or if you're not paying too much attention and build a research center on a manufacturing bonus tile.
Be careful you don't pump out colony ships too fast, it can really cripple you early on as population growth was lowered in 1.1 making mass colony rush less viable (pretty sure one of the journal entries mentioned this). This is also why I love my custom civ with population growth and morale bonuses. As mentioned, specialize planets (watch out for the population ha