not a bug- only 1 per game can be built. you must be playing w/ an AI w/ the thalan tech tree as well; which built the hyperion matrix before you had a chance to.
bananafishbones
I have a similar problem. Here is my debug.err file: Debug Message: Version v1.7 Dark Avatar beta 4 last updated on: Wed Oct 10 16:02:13 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 10/17/2007, 19:18:50 DirectX Version: DirectX 10 Machine Name: XXXXXXXXXX Operating System: Windows Vista™ Home Premium (6.0, Build 6000) (6000.vista_gdr.070627-1500) Languages: English (Regional S
i typically play on a large map... not nearly as many planets but just a thought of things you can do to keep your economy running. choose a few planets to be income planets, farm + markets- relatively cheaper to fill w/ these improvements. micromanage by shutting production on some planets while building on the ones that need the infrastructure to turn it profitable.
there doesn't seem to be a change or fix to have any benefits to paying off a lease/loan early. if you take a lease/loan and attempt to pay the loan off early, there is no adjustment for the amortization of the loan. my suggestion is to have a simple 'credit rating' for the initial loan based on debt (existing leases) to equity + future income (maybe a small adjustment for diplomacy). when a lease is taken out on that turn, there is a interest rate associated w/ the credit rat
something i noticed about the lease mgmt screenshot - it let's u pay off the lease early but doesn't adjust for the interest. e.g. normally when u pay a lease off early, you don't pay the interest, but a small early payment fee. otherwise there is no incentive to pay off a loan early. in the screenshot it shows that it would cost 12880 to pay off the lease. that is equal to the amount of weeks x payment amount, but paying the lease off early should be something much less tha
When a improvement is destroyed and only 1 can be built on the planet; the option to rebuild that improvment is gone. This could happen either of 2 ways - (1) invading the planet: planet invasion w/ using tidal invasion or mini-soldiers. (2) re-laying out the planet, e.g. AI built the quantum factory on a tile u wish to use, so you decommission the improvement. In either case u are unable to rebuild the improvement.
try a chkdsk /r on a boot from your CD Drive (non hard disk boot). i had a similar problem and some file along somewhere is corrupted that may not be GalCiv2, e.g. your anti-virus software. this probably solves the problem.
me? i actually think frogboy is right... i enjoy dominions 2 and eagerly await dom 3... lots of strategy and tactics just to give u an idea of dom2- there is alot of flexibility in designing your 'pretender god' as well as your nation. there is a choice between creating a more powerful pretender which enhances your holy units as well vs the nation as a whole, whether more oriented towards economics or magic, or even a nation which obliterates the other nations economy since your un
i meant D and F... oops- screwed up my own example... haha
heh - i think he means just to avoid having to uninstall, and reinstall the game and then reinstall the patch... but it is unlikely going to work that way... b/c assume 10 components in the game (letters A-J for reference) 1.1 -> 1.2 has 3 fixes covering C, D, F, but 1.2 -> 1.3 beta has 4 fixes D, F, I, J. reinstalling 1.2 would relikely only convert part D back to 1.2 and leave everything els
what happens is they upgrade to NLCs unless you've obtained invention matrix and discovery sphere- then it upgrades to those instead. discovery sphere allows for omega research, so it's not that you wouldn't ever research this path after obtaining NLCs
damaged ships- hp recovery
1 quick way to see if the system has any colonizable planets, is once you see the sun, and you click on the sun- it will tell you how many planets are colonizeable and inhabited. that way, if you don't see all the planets orbiting the sun, at least you can know whether to look for that inhabitable planet or move onto the next system
cool, another dominions fan... to expand on having just a "tech" tree for research... maybe the construction of buildings first before research is allowed... and a certain level of research in combination to open new branches of research for example, you have the blacksmith - and through research and some upgrades you get to a certain level of research... combined with a branch of magic that lets you bind defensive/offensive spells to weapons and armor, you would then be
i guess the real issue then, is being able to change the background color so it contrasts the color of your ships. b/c if your ships are of neutral color, then having a neutral background would pose the same problem as someone w/ dark color ships w/ a dark background. i would imagine, in general, a large starship would have a portion of the ship building process in an enclosed environment and a portion of it in space. it is unlikely they would want to build ships and launch them int
what makes u so sure it has to be built "indoors" - it could be built in a space dock in orbit... which might make more sense
Does building Galactic Achievements on a tile that boosts approval or diplomatic bonuses have any effect? does it apply the bonus across your empire, only to the planet, or none at all. For example if you were to build Frictionless Clothing on the 100% approval bonus tile, does it do anything? Or have you just wasted that bonus resource. Thanks.
Just a thot for the next update. IMHO, i think constructor ships should be allowed to repair starbases, maybe 4-6hp / ship. I think it's just odd the ships can be used to add modules, but then can't fix up a damaged starbases... assuming if the constructor ship can build new infrastructure, it should be able to repair existing ones in lieu of new construction.
well sometimes what i do is i give one of the warring nation enough ships to destroy the starbase and if they are out of range, even build him a starbase... sometimes it works, and sometimes they just ship the ships back home and they leave the mining starbase alone.
i've had this happen to me before too... i move to try to attack a fleet of ships upgrading b/c i figure they are the most vulnerable... and the next thing i know, i don't attack the square and i can't move my ships away either. which the computer of course completes his upgrades and demolishes my ships.
my best guess is that they have some kind of juiced up mine... a pre-cursor mine + 4 factories can crank out a colony ship every other turn, the 300% mine + 4 factories can crank it out in about 3 turns- if u are fortunate enough to find it on one of your starting planets, you can colonize alot of planets before you run out of cash... personally i don't try to crank 'em out that fast from purchasing the ships b/c then u end up colonizing fewer planets- but i try
Wondering if anyone else is having this problem in version 1.2 I build the Privateer, but when my nation is at war. My freighters get attacked and i lose my trade routes...
actually a large starbase does not need alot of thrust to move the station... remember in space, friction is negligeable... and all starbases are already equipped w/ small thrusters. why? to counter anything in space that would accidentally hit the station and force it to move. a starbase could move by applying a small force until the starbase picks up enough speed so that it's not moving at a crawl... and then counter the velocity appropriately when it needs to begin i
carrier or fighters? the comp should do a quick analysis... if it could reasonably destroy the fighters and then take out the carrier (say w/ 70% probability) then the fighters 1st, otherwise it targets the carrier in effort to strand the fighters. ships operating out of range (having to move back w/in operational range) would suffer combat penalties for being out of supplies and parts. but this would mean that carriers would operate like mini moveable starbases with a sh
I think an interesting concept to add to combat is adding powerplants/batteries to starships. All ships enter combat at full power, but as weapons fire it uses up the stored energy. Shields would require energy to power, while armor requires none. The powerplants would replenish the energy up to the max capacity a battery can hold. Weapons would have different recharge rates, and would fire when charged. An advantage to shields vs armor is that shields can regenerate during battle