are you talking about this part?: GS: What can you tell us about the two new races in the expansion? How will they fit in with the existing races, and do any of them address a balance issue that you detected in the game? BW: One of the new races is the Korath. The other race is tentatively called the Zrim. The Korath are an offshoot of the Drengin, while the Zrim are entirely new and are real rascals. One of the surprises in the game will be to find out which of the existing r
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oh I see, I didn't know that about the missing OBJIDs. and thats cool that you have the fixes done already, when will the patch update (with the fixes you just mentioned) be released? the fleet bug is getting annoying even though I've been tolerating it for the last couple days knowing that its a beta and the fix should be soon.
did this happen before you downloaded 1.3 beta? because if its stable with 1.2, then its probably the beta patch
well the minor race images are static in the diplomacy screen, so maybe its the same type of image file thats used for the minors? I honestly don't know, but this is just a thought here.
yes they are.
also, I'd suggest doing some normal computer maintenance if you haven't already, such as running disk cleanup, defragmentor.
The high PQ bonus for the Thalan homeworld is, IMO, to balance for the fact that they don't have a secondary habitable planet. only problem is that the secondary habitable planet is a class 3 or 4, or 5 most of the time, class 3s and 4s generally don't have improveable tiles, sometimes a class 4 or 5 might, and there is a chance you can get a good PQ boosting random event. But if the secondary planet is a class 3 or 4, I usually skip colonizing it because at that early stage of the game
oh yea, I noticed the fleet bug right when I started combining fleets early in the gam. Also, I just checked to see if it shows right from the start by doing a normal difficulty game, common planets, common habitable planets, common stars, large map, abundant anomalies, normal tech rate and loose clusters. I did the Torians with 9 opponents and I didn't research any new techs (I just picked something that would take a long time), I bought a few scouts and made two fleets of them and the bug show
heh, sorry about that shoulda let you have a chance to fix the image links.
You can adjust the size of "parts" with the slider at the bottom of the ship design view window. If you don't use that then some of the parts can be seriously big or practically too small to see. Play with that slider (next to the dials). he is talking about the ships that the AI made, not ones he made.
2) Ship and Fleet on same tile. Procedure Move multiple ships (at least 3) on the same tile. Add two of the ships (in the example small ships were used) to a fleet. After fleet creation two icons are available. One for the remaining ship and one for the fleet. Problem: The fleet icon is empty and shows no ship model. [IMG]http://www.nirax.d
Thats the core design ships, those use terran hulls most of the time and are crappy anyway. Its better to just design your own. Even though the trade module is missing, all of the core designs are customized anyway. My advice is just to make your own ships, you can get ALOT more out of them by doing that rather than using the core designs.
you get the same effect in the ship builder when you don't adjust the object size slider sometimes as some weapons are HUGE in comparison to the tiny hull. Its probably more of a case of the AI not adjusting the size, not neccesarily a bug.
I've been experiencing a fleet type bug. When I already have some ships in a fleet and I put a ship or another fleet on top of the other one, the group thats fleeted which can be both of them, is shown by a blank white square which fills with white when highlighted. I'll have to check whether its the same with the AI.
I think you probably will have to. that seems to be the case for every update.
well the 1.3 beta is suppoused to make the AI better at managing planets, so we'll see how it is with the beta.
well the influence tiles are kind of optional, say if your planet with influence tiles is deep inside your territory, then it probably won't contribute much, but if its on the edge, then its more importaint. I've also noticed the AI not building the right stuff on bonus tiles.
and while crashfixes are important, there are alot of other things that do need to be adjusted, although there are probably more changes that aren't listed in the changelog, mainly small boring stuff. that production loss from a savegame load is definetly a good fix, especially for those casual players who only play maybe like a half hour or hour per day. Anyway, it IS a beta release so more changes would be added for sure.
would clicking the windows key still do the same thing? because I don't have any issues with fullscreen mode and the mouse. Yes, the mouse is free to move anywhere once the game is no longer the active program. So hitting the windows button, or alt tab, or even another window grabbing the focus will free the mouse again. This was mainly an issue f
the changelog is up, its posted in the dev journals.
When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window. You can still use ALT+TAB to activate other windows. would clicking the windows key still do the same thing? because I don't have any issues with fullscreen mode and the mouse. also, I h
they can still happen a couple times in a game, but yea, the famines and stuff have gotten rare.
although there are a few random events that are related to natural disasters, at least two of them are drought/famine related, but they kind of hint at the disaster happening on several planets at once, which doesn't make a whole lot of sense, there is one or two meteor shower events, one event where a moon or some huge object is going to crash into a planet and the race that are the victims (some minor race incapable of interstellar flight I guess) are the ones that you have to save. Theres als
cool, the Scavenger is a survey type ship? and it somehow looks a bit like a frog, with the front head, the front 'limbs' and the back part sorta looks like it could be the large back legs pressed against the body.
that would be cool to make outpost construction starbases that are further away from the empire. only problem is that it could be easily abused to death and how do we be sure that the AI doesn't build hundreds of them? while it sounds cool, there is a game balance issue there.