[quote]I have been waiting over a year for someone to stumble upon that, glad you got a kick out of it.[/quote] That ship is AWESOME :CONGRAT:
Publius of NV
If you want to save a game with name X, simply go to the load/save window, overtype the name at the top of the screen with 'X', and then click save.
Like Mistralok said. Alt-Prtscrn to capture the window, then paste into Paint and save as a jpg.
[quote]Is this perchance related to why I get economic meltdown every game?[/quote] I think other changes, made to slow down the colony rush, are responsible for your economic problems, not the tech inflation. Try leaving tiles unbuilt on until your population grows enough to support them. Exploit econ resources. For worlds with no manufacturing or research bonuses, turn them into cash cows by building lots of trade centers/stock exchanges and building up the population (more
I kinda like the retro-scifi, "Sky Captain and the World of Tomorrow", look of the video on the ground combat screen.
[quote]Also: is there a 'combat view screen'? I think I read that but I cant find it[/quote] I believe that appears only when one fleet attacks another.
I've gotten into that situation a couple of times. In both cases I decided to end the game quickly through a diplomatic victory. In one case I had to gift the Alliance tech to one race and then wait until I could talk to them again.
[quote]I have also noticed that the Civilization Manager screen that lists all colonies does not auto refresh. I have to go out and then back into for a current update.[/quote] It's not quite that bad. If you just go to another tab (like Timeline) and then back to the colony list, it will refresh.
The colonists you put on the ship are subtracted from the population of the home world, so you don't want to do this on a world with a low population.
I always fill up my colony ships. It helps the colony to become productive (in terms of income) if it starts from a larger base population. The tech tree question is a lot harder to answer, as it depends on what size galaxy you're playing, whether there are a lot of habitable planets, etc. There are some interesting posts in the strategy forums on this.
This has been extensively discussed in other threads. Do you have ships on auto attack or auto survey? The problem seems to be that these ships get stuck. In most cases it seems that hitting the space bar (to tell these ships to skip the rest of their moves) gets the game going again.
OK, when I clicked the turn button the Defender M2 appeared. What happened is that I had just traded techs, and one of the techs I traded made the Defender M1 automatically upgrade to the M2. What was so confusing was that after the trade, the Defender M1 dropped off the ship list, and the planets showed (in the Civ Manager colony list) as building nothing. IMHO the M1 should still have showed on the ship list and those planets should have still shown as building it, until the turn button was
In my current TA game, I had 4 planets building Defender M1s, with several others having already built them. I just noticed that all 4 planets now report they are building nothing, and that the Defender M1 no longer shows up on the list of ships to build (no model of Defender at all is on the list). Star Fury and Phoenix are still available, but no Defender. Has anyone else seen this? I could send in a saved game, but I'm not sure how many turns ago this happened. It mig
Yes, I've seen it several times. And I agree it's gotten worse in TA. In addition, I've had situations where I disband the fleet, move a single constructor onto the resource, get the prompt, select an improvement, then nothing happens. If I move the constructor back to where it started and try it again, same thing. But if I move the constructor to where it's moving onto the resource from a different direction, it works. Strange. It doesn't happen often, but it's annoying when it does.
In DL (and I think DA, but I'm not as sure about it), evil races had a harder time maintaining good morale, and had a higher chance of getting hit by the event where a number of planets revolt. In TA it seems like it might be different. I just completed a TA game as the Drengin, and had no difficulty maintaining high morale.
[quote]Its a Drengin super ability "Super Dominators". Its an advantage/curse for the Drengin.[/quote] Ah, thanks for the explanation. At this point in my game it's a curse - it means lots of extra mouse clicks to get rid of them.
I'm playing as the Drengin for the first time in ages (at least since DL), and I find that every time I declare war on somebody, a bunch of "super-dominator corvettes" magically appear on my doorstep, for free. Is this intended? Does it happen with other races (like the Korath)?
Please see the "steep increase in cost of technologies" thread in this forum.
I've never had this vote go any way other than no armament, so I can't chip in on how it works. I'd like to clarify the problem, though. Were the transports the base model, or were they custom ships you'd designed with a troop transport module?
Freighters do make more money the farther away they are from the home planet in DL and DA, but in Twilight of the Arnor that feature is broken. In TA (until it's fixed) the freighter earns the same amount per turn no matter where it is. This significantly decreases the value of trade.
The Altarian fleet support modules Righteous Justice (aids defense) and Righteous Might (aids offense) cannot both be placed on the same ship. When you place one on a hull in the shipyard, the other disappears off the available modules list. Since this is the first time I've tried any of the fleet support modules, I don't know if the other races' work the same way. I'm just pointing it out in case others find it confusing.
[quote]I had a ton of fleets set to auto-attack when it started happening.[/quote] Maybe it's related, then. I've never had the disappearing turn button problem, but I never use auto-attack/auto-explore.
Do any of you who are having this disappearing turn button problem have ships set on auto-explore? It occurred to me as I was reading another thread about auto-explore ships getting stuck, that that might explain why hitting the space bar might get you going again.
[quote]I've been finding agents pretty much a waste of time.[/quote] I'm not using them much either. One interesting idea I saw over in the strategy forums was to place agents on morale improvements on a planet you're about to invade, to make the information warfare tactic more effective. By lowering the morale with your agent(s), you get more people to join you during the invasion.
[quote]it took me forever to figure out how to set a starport rally point[/quote] I too would prefer to see a more comprehensive manual or help system, but for the specific instance of the rally points, aren't they covered in the tutorial videos?