The biggest problem with the moons is there size. I mean, how damn hard could it be to have them show up on my monitor in actual size. This scaled down version is completly unacceptable. I know, it might take a little bit more memory, but really, how hard could it be!
Zippyriver
From "Hee Haw". Only those that get a senior discout when buying the game might know the tune though: Gloom!, Dispair!, and agony on me! deep dark depression... excessive misery! If it wern't for bad luck... I'd have no luck at ALL! OHHHHH (best part) Gloom! Dispair! and agony on meeeeee....
When you say "all objects" I am assuming you mean anything that is not jewelry. And no, I don't know of a way either. I do use "blanks" for my designs, so all I have to do is upgrade the hull and add the components. For example I use the same blank for colony ships, and troop transports. All the visual items get kept. Engines always go on the same hardpoints (almost always), sensors already have a hull spot ready for them, ect.. It makes the upgr
you can cancel an upgrade by highlighting it and clicking the x at the top of the build queue. Alternately, you can move things around too. Push that entertaintment facility to the bottom of the list. You don't lose anything already applied to it that way.
Let me preface this with these are assumptions. I believe them to be correct, but if not I would certainly like an explaination as well. Creativity: The manual indicates you have the chance of discovering a free tech from time to time. I have never seen this happen. On the traits section(in game race creation), it indicates creativity increases the chance of developing technology [i]traditionally[/i] unavailable. I read this as meaning
I have to laugh at all these genocide complaints and RL. Lets look at RL for a second, IF an alien race decided to invade earth, I don't think I could name a single person i know that wouldn't fabricate whatever type of weapon they could with whatever resources were available and engage their attacker. Two mayo jars and some twine? bingo. I got a bolas, ect.... I would certainly rather fall in combat, protecting my planet/race, than end up on a ch
Are your serious? Running the deficit beyond the -2000 cap just so you can get free upgrades has to be one of the most blatant and obvious program exploits of any game I have every heard of. There ought to be a picture of that next to the word "cheat" in the gamers dictionary. You might as well reload the game evey time you lose a ship too. Come on, they gave you the ability to save the game, so it must be intentional they want you to save/relo
I don't have any problems upgrading ships. The ship name does not upgrade, but the details box shows the new design. I wonder if it might be caused by switching hull styles. (IE from one small hull to another small hull)
I saw the espionage bug too, and I am not using the beta. Just 10x. it was my first use of espionage in the game, and first time period. I just figured thats how it worked (unknown amout first turn applying it). I didn't like it if it was a feature. Glad to know it's not. Don't know if it is race specific. I was applying it to the insects.
Not true, the core colony ship has 3 basic supports, 1 hyperdrive, and a colony module. The core design colony ship has 2 colony modules on it, not one
I hope all they do is set it up like the military. If no project is queued, the "potential" production be shown in parenthesis but not actually spent. Surplus production is another matter. It sucks when you have a project that is 98% complete (thank you planet screen bug). So you have to fiddle around with everything...... everytime..... to avoid the financial waste. And then fiddle around again the next turn (provided it's not a fresh r
You should see my fanged colony ship. lol
Running the bulk of it through the hull had a nice effect.
oops, wrong thread
I agree with #3 being a pita. Having to rename all your ships in the upgrade one by one is tedious at best. About the only thing in ship design I can offer is one finding. I have a below specs computer so I don't use ship jewlery (it has to make it less graphical intensive, yes? less things to remember). I can't stand how the constructor module cocks off at an angle (just personal choice). I found if you take a bottom hardpoint and +90
Page expired. Caused double post. Deleting. And no, I did not hit the button more than once.
Glad you asked. 1. An option to reverse list on the planet pop-up window. The planet that will build it's factory in 17 turns does NOT always need my attention. I want it to show turns in one week at the top, so i can adjust sliders to get the most completed VS other factors, much more often than the prior. 2. PLEASE fix the planet vie
I have not seen that yet, but I would think mining SBs were not subject to the range limit. Here is how I see this developing. Build a financial SB first 2 tiles from the resource. Then move a constructor to the resource and harvest it. I have not tried this, but it might be the order of events that violated the range restriction.
I have not seen this as you describe. What I have seen, is if I have an old design in the queue, and I design a new ship using the upgrade button, when I save the new design the game upgrades all the queued ships of that type. But I have never seen it add new ships to an empty queue. Perhaps your govenor settings are causing it. Planets building (nothing) should build (insert problem child here). Try putting the setting to nothing should
Must make a slight correction. It is a large galaxy, but the setting are: common / occasional / common scattered / abundant / normal That being said, on with the game. I decided to jump right on the factories and focus on getting homeworld infrastructure down. I figured my "fast colonizer" would make up for the initial turns lost. Turn 1,2: With social production maxed, I was able to build the first facto
...large galaxy and at normal difficulty I had just two worlds for over half the game .... That, imo, is map/settings dependent. My last game, I ended up with around 5 planets. Large galaxy, normal difficulty, but I had the planet/system setting on occasional. I moved that up one for my current g
Last game I made my "mars" a research planet. The upgrades were nasty for sure. I would rush buy it when about half done and save 15 turns. I also missed it's potential for constructors. So now on, it's going to be a cranker planet. Not to mention, the homeworld is going to be the trade route spawn and financial star bases get factory improvements. That alone makes it an obvious choice.
I need the "I WIN" button on this map. There is just no way around it. I chose a custom war party race with bonuses in social, science, military production with a PQ bonus. Boy did I get my money's worth out on the last choice! (I know it's unrelated, just ironic). Techs were focused on propultion and military. Chose seven normal races to share large/occasional galaxy with. My home world planet view pops up and this is what I fi
Yeah, have to worry about those early on in the game. Good thing I had those 2 move monsters handy. :rolleyes:
I need the "I WIN" button on this map. There is just no way around it. I chose a custom war party race with bonuses in social, science, military production with a PQ bonus. Boy did I get my money's worth out on the last choice! (I know it's unrelated, just ironic). Chose seven normal races to share the large occasional galaxy with. My techs focused on engines and military My home world planet view pops up and this is what