Yep, I noticed that problem with terrorforming, but was hoping it was a mere statistical fluke until I saw this thread. I really, really hope this isn't "as designed". That would be... bad.
shiva7663
I just emailed a save game that illustrates a new incarnation of the old Terror Star attack crash.
Sounds like the fact that you have a repeatable crash is good news in that you can send in a save game to Support where the cause of the crash should be easier than normal to diagnose.
Amazon? Spend it all on a bulk order of Cheerios.
I'd like to be able to sort my list of colonies by how much influence they have, so that I can make better informed decisions on influence-driven issues such as the political capital and which of my colonies are at risk for being flipped.
It could also be the video card overheating, depending on the nature of the wonkiness, of course....
[quote]After all, how many times can you research a cure for the same disease?[/quote] In the case of the Flu, as many times as it mutates. Pandemic? Mere inconvenience? Roll the genetic dice....
[quote]And then there are the gas giants, which represent a lot of the type "0's" in the game. Those are not terraformable, in the usual sense. Colonizing a gas giant basically means putting bases on the moons, or artificial habitats in orbit. The game's tile system for improvements isn't set up for that. [/quote] Thirteen habitable moons = thirteen tiles. The planetary background artwork would be interesting.
You know what I would like to see? A spectator mode, where every single civ is run by the AI. It would be like John Horton Conway's "Game of Life" cellular automaton, except with lasers and neat special effects....
He's looking for a mod that generates a minimum of Planetary Quality 54 for all planets.
All of the minors are in already though, right?
I've got to wonder why the decision was made to not allow Terror Stars to join fleets.
Ownership of stock in companies that encourage outsourcers to steal American jobs is economic treason. Greed is [B]not[/B] good. Gordon Gekko is [B]not[/B] God.
[quote]I believe Jan 15th is the expected release date as mentioned here: WWW Link [/quote] There's so much stuff in there that I really wouldn't mind if the release date were moved back to February or even March.
[quote]I've actually thought about using them to blow up empty star systems within my influence, just so I could build asteroid mines in the debris. heh[/quote] I call that "terrorforming".
[quote]Oh good. You mention outsourcing, the greatest thing in the world. One, it provides work for people in African and Asian countries, who, incidentally, are happy to work for the tiny prices that are a fraction of what we would be paid, and who hate the idiotic campaigners in rich countries like ours who don't understand what it is to be countries. Also, outsourcing frees up jobs for people in our countries who can move on to better jobs.[/quote] Countries that enable the super-rich to
[quote]The Drath actually get significantly more out of War Profiteering than the Korx do. Which works out well for them with their Super Manipulator ability.[/quote] Although I might not win, I've had a bunch of fun with war profiteering so far; I got the Torians to declare war on six different AI's in the same turn (during a 10% War Tax period). bwahaha!
That's a well-deserved accolade.
I read on the forums about a neat "let's you and him fight" tactic: two other civs are at war, and you want a resource owned by one of them. Send a warship and a constructor next to the resource and sell the warship to the opposite side. That civ wipes out the resource base, and then you pounce on it with your constructor. You might even be able to buy back the warship after that civ has done your dirty work for you with it. One presumes you could do this to both sides of the war if the opportun
Does it help to try to sabotage another civ's economy by selling them trashy low population, low quality planets that you've colonized for that purpose, so that they're saddled with the maintenance costs? I've never seen an AI voluntarily destroy one of its own colonies.
[quote]Yeah, hows this for having to upgrade. Original Computer for my office had XP and Quickbooks 2K6. Melt the motherboard, say screw it and decide to "upgrade". Buy a new computer that ONLY comes with Vista, no choice. Should have just not bought it. Roughly 750 bucks Try to install Quickbooks 2K6...not compatible, only QB 2K7 works with Vista.[/quote]At that point you could have spent the $200 on Windows XP Home Full Edition to "upgrade" Vista back down to XP. It's a b
Well, for one thing, it's going to unfairly penalize custom designed player races. "The human player can probably exploit that much better than the AI" is not a valid argument to restrict tech trading (or anything else in the game, for that matter), it's an argument to improve the AI until the objection is mooted.
[quote]+ TWEAK: adjusted the Iconian tech "Precursor Legacy" so that it cannot be traded nor stolen.[/quote] I'm going to have to respectfully (for now, at least) disagree with this design concept. Base cultural techs are some of the favorite things I like to assimilate from other civs. If you think it's unbalanced, then do something like increase the tech's value to make it more expensive to buy from AI civs, and worth less when the player tries to trade it away. Don't take away our ri
[link="http://www.nose-art.net"]Nose art reference[/link]
And also report the false positive to AVG tech support.