That might be. It sounds reasonable, but I still would like to get a nod from Stardock becausethe range of difference seems bigger than that. There is often 3-4 turns of difference in building time which is more than you explanation would account for. Scincerely, Scintor
Scintor
I think that my computer is not as good as yours and I am playing bigger games (biggest available.) Thanks Mistralok, its nice to know that my hearing is not going bad. Here is the answer to my question from the other post. Scincerely, Scintor (Citizen)Noumenon72 June 24, 2006 03:47:16Reply #11I can see a little more Latin than the above poster, no expert though. The "w" sound in the singing is spelled "V" in Latin. Qui-he mah-leh-swah-dah-fah-mays<br/
I am midway through a gigantic galaxy and when I get a new technology that gives me a new planetary improvement that requires upgrading old ones. On some planets I will have five of the same improvement upgrading from the same improvement and I will have three differing upgrade times and costs to buy the exact same upgrade. I have reported this problem in previous builds and have heard no comment from Stardock whatsoever. Scincerely, Scintor
Here's a solution that needs no programming at all: pay attention. Thanks WheelofFire! I'll be perfect from now on! Scincerely, Scintor
You listen to it?!?!? I start a game loading, then go do other small tasks for a few minutes. I come back one the game is loaded. I often switch over to another program (like these forums) while it is loading and it plays in the background. When the mumbling song is over the program is loaded. Scincerely, Scintor
Are the lyrics for the song that plays while the game is loading posted someplace? I have been listening to that song ever since getting the game and I play gigantic galaxies so sometimes my load times are 20 minutes or more. In all that time I can't figure out what is being sung in that song! I sthe silly thing in Tibettan or what? I think, I'm not sure, but I think that I can make out the word 'you' at the end of one line! Somebody please help me here! Scincerely, Scint
I really like the idea of an option to disallow overspending. I can't tell you how many times I would buy one too many improvemients and go into the negative. I would then lose all tech and production for a turn (since reduced to just tech loss.) I finally figured out how to counter the lost turn syndrome by selling some harmless tech to minors and other races until I got positive again. If you have tech trading off andf you just go a little bit over like Mumblefratz, you can always scrap a
A couple years ago some people at Atari approached us to do new versions of a series of Atari properties (MoM, Star Control, XCom, and even MOO) but other than talks on MoM not a lot has progressed and even there, things have come to a stand still. <TD c
PLEASE! This would be so helpful, especially with larger games. Fleet management in this game is akward enough that I have had to simplify much of how I deal with ships, because it is just too much trouble to do otherwise (i.e. upgrading obsolete ships.) Scincerely, Scintor
I am still having a problem in 1.4X with the game only going part of the way through the events reported by GNN and the notices on the right at the beginning of each turn. This only happens in larger games later on in the game, and it is inconsistant from turn to turn. By inconsistant, I mean that much of the time it goes through the whole list, some of the time it goes through most of the list, and occasionally it goes through almost none of the list (i.e. GNN has 10 things on its list and
Oh yes, another one. If you make a ship design obsolete, the game forgets what it looks like and just uses the last ship/base picture that you clicked on for the obsolete design. Scincerely, Scintor
B1. This problem is a real pain to work around and only happens latter in larger games. I can be worked around in the ship/planet list for unlaunched ships and in the colony management screen for idle planets. This is a real pain for those of us who like larger games, and it used to be worse than it is with the latest patches, but I too really wish that they would fix it. Scincerely, Scintor
I have noticed this credit too. What I had attributed it to is that the world may not have been assigned anything to build in a while and AI planets are allowed to build up a ship construction credit until they assign a ship to be built. This allows for a dumber AI while still allowing them to build ships on demand without giving them unlimited builds. Scincerely, Scintor
OK wierd bug. Sometimes (30-50%) when I scrap an influence starbase, the base goes away, but the graphic does not. It is no longer on the base list, and no text comes up when you point or click on it. It goes away with saving and reloading. Not an important one, just wierd. debug.err is above Scincerely, Scintor
Starport bug. A planet defected to me that was upgrading an older factory on a 100% bonus tile. I clicked on it to buy the upgrade, but changed my mind. I thought I clicked on another tile to buy a starbase. but when I clicked buy. A starbase appeared on the bonus tile. I then immediately demolished the starbase and began building a factory on the bonus tile. Really annoying so far, but now it gets buggy. I clicked on a new tile so that could start up my building cue, and looked for a star
Cool Another SFB player! My favorite pen and paper game of all time! Scincerely Scintor
I stopped building the Orbital Terraformer wonder because the PQs of the planets that it upgraded were wrong. I would love to use it if it worked right. On a related note, do planets from surrendering Civs have the right PQs? Scincerely, Scintor
Defenders serve several purposes, but not the ones you might think. The main purpose of a defending ship is to tell rival civs that the planet it is guarding is not the easiest target. In this case, any ship is better than no ship and Evil Stormbringer's empty hulls work quite well. The second purpose is that any defender blocks a transport from being able to invade a world. Again, even an empty hull works quite well. The last purpose, and the most obvious, is to fight off enemy
Short Answer: No, build better ones! Long Answer: Defenders serve several purposes, but not the ones you might think. The main purpose of a defending ship is to tell rival civs that the planet it is guarding is not the easiest target. In this case, any ship is better than no ship and Evil Stormbringer's empty hulls work quite well. The second purpose is that any defender blocks a transport from being able to invade a world. Again, even an empty hull works quite well.<br
Luck seems to help in several ways: Better anomolies, more and better bonus tiles, more purple stars (with pq26 planets).
Morale and economy bonuses are a must. A LOT of people swear by population growth bonuses, but I don't use them. Luck also seems to be surprisingly useful. After that it seems to be prett much according to taste. I always get the planet quality bonus but that seems to be an unpopular choice. Scincerely, Scintor
I would like to see an option of giving a warship a raiding liscense (letter of marquis I believe they were called) and letting them go. You would then start getting an income from raiding each turn that they were in another civ's zone of influence, until they were destroyed. You could recall them to your fleet, but you would, of course, loose the income. Each civ that had a raider loose in their territory would loose income equal to what you gained. Destroying a pirate would not be an act of
I would like to see an option of giving a warship a raiding liscense (letter of marquis I believe they were called) and letting them go (automatic control). You would then start getting an income from raiding each turn until they were destroyed. You could recall them to your fleet, but you would of course loose your income. Each civ that had a raider loose in their territory would loose income equal to what you gained. The Galactic Privateers wonder would make you immune to raiding losses.<br/
I have never seen any posts that even mention reaching the 'team' level of alliance. As far as I can tell, no one uses it. What I would propose is a set bonus that each civ gives to each of their 'team members' automatically. (i.e. 5-10% diplomacy bonus for teaming up with the Humans etc.) This would actually give players a reason to team up. I would also like to see this extended to minor races (maybe with a smaller bonus) which would give players a reason to treat them as more than a speed
I would love to see each of the minors have some unique technology or civ-wide bonus that you automatically gain if you team-up with them (unbreakable alliance) but there is a 50% or less chance of getting if you conquer them. I think that the bonuses shuold be simular to anomoly bonuses x5 or simular level (i.e. 5-10% bonus to economy, soldiering, etc or +1 speed to all ships.) It would give a reason to care about them and try to woo them.