WIllythemailboy

WIllythemailboy

Joined Member # 2424203
5 Posts 1,707 Replies 3,210 Reputation

Seconded, even though this has been around as long as I can remember. It generally happens to me when I target a ship to run down another ship - if the target ship gets out of the pursuer's range, it just sits there and complains. Oddly, there is a related exploit I occsionally use for freighters. Ships will go to the end of their autopilot route before they complain about being out of range. Build a starbase to extend your range, target your freighters, then destroy or sell the starbas

2 Replies 1,912 Views

The "end turn hang", in my experience anyway, is generally caused by a ship (or several in rare cases) not being able to use its movement points properly when the turn is processing. 90+% of the time, it can be cleared by using the find button, then using the space bar to waste the selected ship's movement points. Do this a few times and the turn will most likely run to completion.

4 Replies 2,361 Views

That's a free win, really. Run up the engine techs (assuming you haven't already), design some 30+ speed transports, then start ripping people. They can't build ships to defend themselves, so they can't stop you. Assuming you have a decent economy, you should be taking planets as fast as you can build transports.

34 Replies 9,708 Views

[quote]But I thought there was some mention of that in some changelog somewhere...? Can't recall anymore.... [/quote] I've noticed an increase since 1.80 (I think - I don't play as much as I'd like, and always seem to be a version or two behind ). I played the campaign over the weekend and the Thalans had one of each 700% bonus on their homeworld on the last mission, so it's not just Twilight that's doing this.

47 Replies 18,817 Views

Known issue, I think. Seems the Stardock gang is taking a much-deserved weekend off, so give them until Monday at least to clear this up.

7 Replies 4,269 Views

[quote] For planets without starports, that simply means they can't BUILD ships, not that they can't offer logistical support to them. For underdeveloped planets, smaller ships could simply land to reprovision, and presumably larger ships would have shuttles or cargo lighters or something. For a current comparison, not every port has shipyards, but that doesn't mean they can't run a cargo terminal <IMG id=ImageResize_Image_4 src="smiles/Ew.gif" onload=ImageResizer.c

8 Replies 3,660 Views

[quote]I wonder if anyone who can have an impact reads this... [/quote] I'm going to hang a huge YES on that. Brad, the CEO of Stardock, is here quite frequently, as are many of the others working on the game. Quite a few ideas have been suggested on the boards and found their way into the game a few updates later - or are being worked into Twilight of the Arnor right now.

399 Replies 224,045 Views

Adding a prereq for a colony module would only insure that it was the first thing researched in almost any conceivable circumstances, or beginning tech points would be used to cover it. Unless you set up so that your PQ4 is the only other planet you will get, you NEED to be able to put out colonies as rapidly as possible. This idea would delay the colony rush for MAYBE 2 or 3 turns, unless you made the tech murderously expensive. For planets without starports, that simply means they can

8 Replies 3,660 Views

For number 4, is that happening consistently, or only in very specific situations? That happened all the time in all previous versions. If your planets happens to finish the last project the same turn you finish researching a new upgrade, the planet gives the "building nothing" flag, but starts the upgrade anyway.

22 Replies 11,340 Views

[quote] It's a way to stop them from getting destroyed I guess... With only one hit point, they are pretty much going to lose any conflict they are in. Really, I can't think of a legitimate reason to do this. Even the all engines one weapon colony killer is still going to knock these things out and always survive because of the one HP rule, barring very bad luck. If you guys see a TA game with armed miners, that should probably be sent in as well.

12 Replies 7,234 Views

[quote] ...all you have to do is incinerate the soul of the Planet!!!!!!!!!! Wasn't that the plot of every Final Fantasy game/movie ever made? [/quote] Oddly, the first thing that sprang to mind afer I ready boogiebac's post was "Great, we can research Materia tech now?"

55 Replies 16,783 Views

It's one of the only rational responses to the all-engines-one-weapon colony killer. If I'm really in a tough spot I sometimes leave a single uncolonized planet deep in my territory to use as bait - it's a great way to absorb a comp's military production, assuming you are powerful enough to end the war afterward!

12 Replies 7,234 Views

It's not much, but if you focus planets, you can usually get a few points of production to finish off an important ship or social project (unfortunately doesn't seem to work on research). Very useful if something like your econ capitol was only a turn or two short of completion.

14 Replies 4,835 Views

Sounds unnecessary and overly complicated IMO. If you're going to go around checking each ship individually, why not simply upgrade them individually? I would, however, love to see an "upgrade all ships of this class in this fleet" checkbox. Kind of a halfway option between the current system and what you asked for.

10 Replies 8,854 Views

Do you check your espionage tab much? Occasionally, I will open my tab, see an enemy spy on one of my planets, and kill it, only to have the warning pop up on the next turn. It's entirely possible you are getting warnings for spies that are no longer there.

2 Replies 2,994 Views

[quote]Heck I can't even get that far! I spend ages trying to put my weekly income in the black but nothing works, and if I wait too long then the enemies are too well developed to even touch, and they don't want to make peace. And this is on Cakewalk!? How the heck do I win? Nothing is working... [/quote] Basically, don't try to balance your budget. Build several fast survey ships to collect anomalies, then you can crush the opposition before you run out of money. Alliance vic

7 Replies 5,650 Views

Not true. Evil races still have to pay the initial cost of building the starbase, they just don't have to pay for the individual upgrades (200 bc for battle stations, etc).

6 Replies 4,506 Views

[quote]I just have to wonder... The release notes of the beta, as well as several dev posts on that matter clearly stated that there would be no Terror Stars in this version yet. Why does everybody still try to build them? [/quote] Hopeless optimism? They see the tech and think maybe what they read in the forums (assuming they read anything) was wrong or out of date?

13 Replies 12,101 Views

This should be the list of currently-known bugs: [link="https://forums.galciv2.com/?forumid=421&aid=166601#1350034"]WWW Link[/link] And this one is the issues that have been addressed (but may not be in the current beta yet) [link="https://forums.galciv2.com/?forumid=421&aid=166600#1349965"]WWW Link[/link]

8 Replies 4,720 Views

[quote] so far I have seen them jump out of range, so in effect they become suicide missions as they cant move after the jump Ships out of range can move, they automatically plot a course to the nearest in range space. You won't be able to control them until they get back in range, though. [/quote] Not entirely true. You can retarget ships out of range to anywhere that is in range. The ship that jumps out of range will automatically take t

6 Replies 2,485 Views

[quote]CodeCritter mentioned this in another thread: If the ship is in a fleet, the best FSE module in the fleet becomes the active FSE ship. The movement points for this ship are ignored when calculating the fleet speed. So, the fleet's moves will be based off of the ship with the least moves in the fleet (not counting the active FSE ship) plus the FSE bonus. Now, whether this changes how I design my command ships or not, I dunno. But, having to

16 Replies 8,142 Views

Occasionally, just selling planetary invasion tech to a minor will get them to invade a few planets. I once had the Arceans surrender to a minor civ in DL. Half way through my next war, the Altarians did as well. The Snathi ended up being the largest power BY FAR, so I have the dubious distinction of winning a conquest victory with my military ranked second One of the many reasons I now play with surrenders disabled.

16 Replies 7,881 Views

*cough* Don't eat anything from the Korath... *wheeze* I think there's something wrong with the... *dies*

5 Replies 12,176 Views

Not a developer - I can SOMETIMES program a VCR - but this is a randomization issue, not really a bug. Somewhere in the program there's a range of values each variable can take, and numbers are randomly generated based on this. I've seen this happen plenty of times, but neutral will never be HIGHER than evil (not just on this event, it happens on all of them).

1 Replies 1,783 Views