[quote]It is also really hard to play when you can easily trade for all or most of an AI's unimproved colonies. Like the twenty some quality planet I got for some early techs along with all of that AI's tech and a research treaty and cash. [/quote] Admittedly, I've done this as well. I say "admittedly" because it's such a steal from the AI that it's almost shameful, but I've done it nonetheless. The tactic is so successful it has become an integral part of my strategy in TA. Even if I
Mac2411
[quote]Sorry, I was working on about four hours of sleep when I wrote that. I got the impression that you felt that the devs and/or QA or whomever would get the savegames load them, see nothing wrong, and move on, rather than investigate thoroughly, hence my response. Not been a great week for my sleep cycle. [/quote] No big deal. I know where you're coming from.
[quote]You should just send the save with instructions on how to make the bug happen, then. [/quote] Don't know if this was addressed to my post immediately proceeding it, but if you read that post and any of the others I've made in this thread and others, you will see that I've already submitted multiple saved games and been in communication with the devs regarding this. If this was not addressed to my post, disregard. ;)
Slow terror stars are a good thing. I like the change for this Beta that the warp bubble tech will not work to speed them up.
[quote] I'm sorry I misunderstood your post about the battle/selection bug. Does this happen with every battle? Do you have any saved games that reproduce the bug? If so, please zip them and send them to [email protected] with a description of the problem. Or are there any steps I can take to reproduce it? What ships were involved? Does it only happen for fleets? What battle options do you have enabled
An option to be able to selectively turn off mega events in an ala carte fashion would be nice. While there are certainly mega events I DESPISE, including this one and the unlimited range event, I agree with the poster immediately preceding this post that you can't make everybody happy all of the time.
So far, as Terrans playing with the settings I've always used, I've been able to work with this new economic model and come out of it. My strategy is definitely different, but I can make it through and eventually prosper. In the games I'm playing I don't see that the AI has been crippled either. What I do see is fewer ships for all sides, which given the memory issues some players have experienced might not be a bad thing.
[quote]If you haven't noticed, it's the ships' maintenance that's dragging your economy down. Seems StarDock again over-nerfed something: re-introduced maintenance for unarmed ships AND increased overall ship maintenance about three-fold. BR, Iztok[/quote] Yeah, building maintenance, especially for research facilities, has been increased as well if I recall the old fees correctly. Building a lot of research on your home world early in the game or any other planet for that mat
I agree that the solution is to just give some of these unique techs a much higher value in the eyes of the AI so they are not so willingly traded for such a low value A player that is not satisfied with that solution should just turn tech trading off altogether, which, of course, is already an option in the game.
[quote]yep right, thanks for checking, the files ARE corrupt when they display errors. strange, this must be on Stardock/SDC side. that other looking in dxviewer of the working ones is normal, they just don't render it like the game -Stefan [/quote] Any word on whether there will be a fix?
[quote]Yes i meant that after battle i cannot select anything else fleet wise. Attacking fleet is displayed but cant do anyything with it. Menu and planet clicks still works but i cannot select a fleet or the bugged fleet again. Usually when you click arround a bit the bug goes away but sometimes it crashes the complete game. This was also in beta 3. For me a work arround is possible as suggested in the beta 3 bug post but I also disabled everything under interface Battle options exept for Autop
[quote]For the people who are playing the beta just to find bugs this shouldn't make a difference, but for others who are playing the betas for fun or other similar reasons it has a serious impact. [/quote] I think it's a good idea to put out a hotfix on this bug not only for those playing the game for fun but also for those playing it to test. It is difficult to test the game when it crashes upon an AI invasion of the player's planets.
I've seen these phenomenon as well.
[quote]I wonder if this is the actual cause of the missing turn button. Also, several people have the same problem with the same weapons. I wonder if the corruption is at Stardock's end? [/quote] It may be [U]a[/U] cause but it is not the only cause. I have seen pathfinding problems cause the missing turn button/unresponsive game with my own eyes. In the last instance, which I reported by sending in the saved game files, a Drengin Scout ship attempted to enter the smae game s
A fourth level of fortification would be nice. Say, something that adds 60 to each weapons class and defense module. That would substantially strengthen starbases. Of course, if you really want to keep them then in the long run you will have to defend them with fleets.
I have noticed that costs seem higher and/or income lower, but afer the early game I'm able to do just fine economically. Of course, I'm planning as the Terrans with a substantial economic bonus. Still, I've had to change the way I run my economy, including building a lot more economic buildings and a lot fewer research facilities. Unfortunately, from my point of view, even with fewer research facilities and the game set to the slowest research setting, research is just blazing along FAR too
[quote] so I saved and exited, then loaded the game again. The turn button had reappeared, but now pressing it does nothing Please zip up the save and send it with your debug and a link back here to [email protected]. [/quote] I sent in a game with this bug this morning-not the first example of it I've sent if I recall correctly.
[quote]Hi All I had this in Beta 3 and just had it in Beta 4. Well into the game - I'll click the next turn button and it disappears, basically ending the game. Anyone else experience this? Swoz[/quote] Yes. This is a commonly discussed bug on these forums and one I have reported several times myself, along with saved game files etc.
[quote]You will not be able to select other things during battles. This is by design.[/quote] I don't think that's what the poster meant. I believe his intended meaning was that after engaging in combat he could not select other things. That is a bug that has been reported, including by me.
[quote]-Later on in the game on immense size you can have issues where you have max manufacturing tech but many worlds left to colonize. It might take 50+ turns to build a factory on them or 4k BC to rush them. What if a factory progressed through the intermediate steps along the way? So that when the factory has been built up enough it starts producing as a basic factory, obviously it should also start to cost upkeep.[/quote] You can build that older, cheaper model of factory by selecting t
Research, even on slowest setting, seems too fast in my opinion in Beta4. I would like to see an even slower research option. This was not a problem in Beta3d.
[quote]Some trading this krynn does. I'm not sure if this is a bug or a scam on the side of the Krynn.. [/quote] Yeah, I've had this one in previous versions with the Krynn offering the exact same tech. If you trade with them, you will get nothing. This is not working as intended as far as I know.
[quote]I'm having the same problem with disruptors,I get the sound effects but no grafix. I also noticed the same problem occured when the Acreans researched doom rays. Usually when a battle starts with a ship with these techs the game stalls and won't end turn. [/quote] This is interesting because it might explain some of the instances of the game becoming unresponsive-I've not seen anyone make the connection between "invisible" weapons and the unresponsive game bug. This might explai
This is odd. I've not encountered this particular problem in any version of the Beta, including the most current Beta4. I have no idea what would cause this. If you haven't already, I suggest you report this one to Stardock by sending in a saved game file exhibiting this problem
I've seen (and reported) this with those weapons and others in previous versions of the Beta, but not yet in Beta 4. I thought weapons graphics had been created and implemented by now in most instances, but in Beta 3d I rarely reached the upper echelon techs before finishing the game . On the few instances when I did, I was not using the beam weapon tech tree where these unfinished tech applications seem to be concentrated. That being said, I did notice in Beta 3d that the "scatterblaster" te