Purge

Purge

Joined Member # 2508223
27 Posts 933 Replies 12,180 Reputation

[quote] It's a way to stop them from getting destroyed I guess... [/quote] 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

12 Replies 7,234 Views
Reply to Bonuses in Beta Reports

[quote]The starport thing might be fun on small maps, but I am hung up on big ones and don't like one-planet things that affect ship production--too much bother to keep track of the faster/stronger ships separately when you have hundreds of hulls running around.[/quote] Even on a gig map a big bonus is still pretty useful around a Spin Control Center planet!

6 Replies 2,127 Views
Reply to Bonuses in Beta Reports

I've also seen a 700% manufacturing bonus in my current game and I'm reasonably sure I had a 700% research bonus in one of my earlier TA games.

6 Replies 2,127 Views

TA, latest build. Although I think there will be a new build today, I don't believe anyone has reported this prior to now. So I don't expect it to change today.

12 Replies 7,234 Views

The Arceans have started building armed colony ships in my current game. I'm relatively confident that this is a behavior SD tried to squash a while ago. I sent in a saved game file, in case they want to stop this...

12 Replies 7,234 Views

[quote]2) Newly built ship notification pop up on right hand side of screen stops popping up...Eventually planetary build queue notifications will also start disappearing. I've seen two solutions. Set all planets with autopilot destinations. Or (the one I use) have no ships in orbit around any planets and periodically visually scan the entire map for shield icons. In addition, never use the last planet on a tile until you have scheduled the final building type for all squares. This way you can s

9 Replies 7,525 Views

I think we've all seen enough products that came in under a deadline, but ended up being so crappy that they might as well have not been published at all. Thus, for my money, I would rather wait a few extra weeks and get a solid product. Even further, I would be willing to tag a few more weeks of wait and get a great product! I'm not in any big rush, so why not? I suspect that most consumers don't really care whether a product takes an extra month or two...But when you ge

24 Replies 25,184 Views

The MCC actually makes planets more resistant to influence (despite the description). To the point where you are very unlikely to have enemy planets flip (although it does still happen every now and then). On the plus side, it gives a 100% boost to the economy making it the most valuable building in the whole tech tree on larger maps. This should answer your morale question....And the questions getting that answer is going to create! <img src="smiles/Smile.gif" border=0 align="absmidd

9 Replies 6,583 Views

There used to be a little arrow icon next to a planet indicating which square a newly launched ship would occupy. This arrow indicator seems to now be missing. Everything else with regards changing launch direction seems to be just fine.

2 Replies 2,510 Views

I used to have this nice map designed by one of my friends that was intended to make the various players very difficult to conquer. I still remember nuking a single city on a hostile continent, same turn assaulting it, quick buying an SDI, loading it up with troops and launching a continent wide nuclear strike that hit every city but one on the last AI. Good times!!

16 Replies 15,892 Views

[quote] Now I'm even more confused.... If this is an issue with the Metaverse serial, then how do I create a new character to test things out? I mean, what serial would I enter for the new character? And why isn't there an option on my existing character to edit the serial number? I really don't want to have to ditch this game, either. It was a huge game (for me) - best score, first Iconian Refuge win, and way more time investment than most of my other games have

9 Replies 6,966 Views

I had this happen before. You will mostly likely never be able to post that game. I would suggest that once you think it's all sorted, take one of your unused character slots, start a game using it and then simply retire to see if your posting is working again. You can then just clear scores on that secondary slot (being sure to NOT clear your main character!)

9 Replies 6,966 Views

[quote] The UK added letters to words to get higher scores in scrabble. LMAO. Ohhhhh The urge to comment on that one is chewing me up... But on that note, I'm interested to hear if anyone has a plausible reason as to why the English language lost a number of letters when it sailed across the pond. Tis a subject I've never really looked into when it has crossed my mind. <b

60 Replies 44,362 Views
Reply to Metivers in Off-Topic

I've sent PMs to people on occasion as it seemed reasonable. I would suggest starting an empire thread in the Metaverse forum as well.

1 Replies 5,830 Views

[quote]This was fixed. I'm hurt, you don't read my change logs? [/quote] I do, usually...But I missed that one! I can use I'm old and getting older every day? [quote]I believe that I have already submitted bug reports on the first two with maps that were extremely overbuilt (and consequently sure to demonstrate this problem every turn). While the submitted games were not typical, they were excellent examples of repeatabi

9 Replies 7,525 Views

[quote]The reason 3 doesn't work, imo, is that the AIs clearly have a colonization mode, and post-poning colonizing would probably extent that mode.[/quote] That's just it though. They need to be more balanced in their approach and do some other things while pushing colonies out. [quote]To me the best / simplest answer is to make invading planets you don't the have techs for either harder or outright impossible. Think about it, how are your soldiers going to fight in an enviro

17 Replies 12,940 Views

From the colony manager screen: Select a planet->Change the build queue->Exit back to colony manager. The build queue is not updated. Select a planet->Click to change the starship build. You go directly back to the colony manager instead of the ship build screen. I'm going to submit a bug report, but the first one was really confusing me at first and I thought I would give others a heads up.

1 Replies 2,902 Views

So, I suspect I am opening a can of worms here, but there are a few well known issues that create a lot of havoc on gigantic galaxies over all older revisions of GC II. Most of us gig abundant players have found ways of living with them, but I suspect immense galaxies will just make them worse. I am reluctant to try an immense game until I know whether these things will still be a problem. I should say I have NOT yet tried a TA immense map and, unfortunately, there is no way to see if

9 Replies 7,525 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

16 Replies 8,142 Views

[quote] Purge, you are correct. If you remove ship B, you'd get 16 moves. [/quote] Thank you! I wanted to make sure before I start planning command vessels with no engines for later stages of the game.

14 Replies 7,091 Views

[quote] What do I want? Not much really: -Multiplayer -Carriers -Epic Generator [/quote] Those would be beyond "tweak"

382 Replies 105,312 Views