Any update on this? Stardock still hasn't responded to me. I've now submitted a ticket on their website since they don't seem to ever respond to my emails. Yeah, I know, check the spam filters. But unless they are listed on spamhaus, that is not it. I've also whitellisted *@stardock.com and given them my gmail address. They just will not respond to me via email and its been that way for years, regardless of what host I use or what spam filters are in effect, even when
MorbiusStorm
Nobody responds to me from [email protected] Sent more then 48 hours ago.
I guess you learn something new every day. I had no idea that there was a different max pop then what they can spawn on their own. I will definitely look further into this.
Some good tips there. I normally would have just decommissioned it with one person aboard. But wanted to see if it could be done differently. I didn't actually expect to find another method, as there hasn't really been other methods for a while now. But I hadn't actually thought of using it to ferry people from place to place. That could be useful in getting you to the max tax base quicker. I also never thought of trying to convert it to another ship. But I especially like the ferry ide
I've seen this with fleet creation rally points. The ship goes to the RP and the end turn button doesn't come back until you hit space to end that ships turn.
I just went and retested it. Maybe I read it wrong the first time. This time it asked about destroying the colony. So I accepted and it wasted it. I'll assume that's what happened the first time, too. Maybe this is useful if you think the planet is about to be lost and you wish to prevent the attacker from getting anything. But it seems a little unrealistic to me. This turned it to size zero and permanently made it useless. That seems a little harsh to me.
I managed to delete a planet, mid game. This was not expected. I had an extra colony ship, loaded with critters or people or pigmies or whatever. Nothing left to colonize so I was just going to decommission it on planet with less than full population. I took it to the desired planet, where I then was trying to figure out how to accomplish said goal. Most ships you can double click to get to the options for it (upgrade, decommission, etc). But since it was on a planet, this wasn't
Just like choosing ships in the shipyard, where you can choose all, core, or user ships, there needs to just be a simple set of tabs to help choose what to build on a planet. I don't remotely care what I trade for, it should never replace something I have researched. I should always have my hard earned research, in addition to any other choices from other sources. You could additionally color code the various types, or you could add a secondary sort by/choose type. So the first set of t
And yes, I still crash trading techs. So, as with the OP, I still have the problem. And it was a freshly started game.
At this point, the exact same thing with the 'restore archive' option. Infinite loop. And that archive was downloaded no less seven times, all with the same result. And yes, it was uninstalled first. So I click the install button. And it works fine. I'm guessing that tech trading will not be changed and will continue to crash regularly. I'll get back on that.
I have the same issue. I thought this version was supposed to fix crashes during tech trading. According to SDC, I have the latest versions. Yet, I crash regularly on trading techs. I can't tell if I just have a bogus version or if there is no fix regarding tech trading. I crash just as often as the first version released. One thing I've noticed, is that often I can change the results of certain techs causing a crash. For instance, if tech "A" caused it, and it was the first one I chose
I haven't played enough to verify how any of this works. But I would have to agree that a player should be able to build both, or either. I shouldn't be locked into one or the other.
[quote] Technically, carriers ARE support ships. I think he's right, blatant abuse of grammar aside (also.... gramical? )... you have to fleet the other ships with the carrier ("dock" them), but then they recieve the bonuses from being carried around this way (enhanced speed, damage, etc, depending on carrier setup). [/quote] I see the point, but I think I pr
Awesome. Everything I could want. Does it come with a pizza and port-a-potty command chair so I never have to get up again?
I only briefly checked this, but it appears to have fixed it. Thanks
[quote] God, Oblivion would so rock with multiplayer. No, it would not....[/quote] Lol. That was needed in this thread. I think you forgot the guy in the corner macroing though.
[quote] Looking into this. [/quote] Thank you so much. This was a game stopper for me, at least until I figured out how to get around it. I imagine others who don't read these forums might be at an impasse until it's remedied. I've detailed it as clearly as I could at this point. Hopefully this can be patched quickly. It appears to be a simple issue in the shipyard queue or linked list upon creation.
[quote]Man, the theories on this issue are wild![/quote] I believe that's because there is more then one bug listed here. For instance, the hyperdrive bug (which I haven't seen) seems to be something completely different. My games have had hyperdrive, but the bug I'm talking about has been present from start to finish anyway. As regards the bug, where 1) ships created in the shipyard disappear (after creation and then reopening the shipyard) and can no longer be marked obsolet
Just a follow up, my post above (reply 10) has remained consistent. So you can avoid the hosed shipyard icon and lack of displaying ship designs in the shipyard. Just follow the naming rule about not using a ship name that was used in a previous game.
Why don't you just draft up a timeshare plan? lol
In 1.8b, this appears to be related to ship names which have been used in prior games. For instance, I upgrade the Defender and name it Defender Mk2. Since this name has been used in prior games, the new design in the shipyard can sometimes take on the appearance of other ships. Additionally, when I later come back to the shipyard, the Defender Mk2 might not even show up. Whereas, if I name it Defender Mk2a, which has never been used before, the design in the shipyard matches correctly
Is this still present in 1.8b? This is just one outright annoying bug. I respect SD, its employees, and the countless hours of love they put into this masterpiece. But I have to say it's going to be quite annoying if this one is going to be left in place until some time after TA. For example, if you obsolete your original constructor, because you made an updated one, then you will have neither in your shipyard when you wish to do more upgrades. At that point, you are forced to use a tem
Though planetary tiles are premium real estate. With the coming additions of fleet-wide bonuses via new ship modules, i think it's an interesting point to reevaluate the way ships in orbit behave. complaints abound the Orbital Fleet Manager, but without re-hashing old suggestions (some of which were indeed good), one thing that's always bugged me is that ships in orbit lose their sensors on main map. perhaps an interesting addition to the OFM would
Regarding cloaking, that's also a good idea, but I doubt that could be included without a significant amount of coding of the AI to use and counter it effectively. I reckon the developers would already have enough on their plate trying to balance 12 different tech trees. GalCiv 3 maybe? The idea of cloaking was just a random thought, brainstorming. However, as I understand it, even that should be simple enough with the expansion. As i
Good idea eoryn. I def like your "options " ideas as oppossed ro restrictions. I def think its kinda dum warping ships and slowing them down. Also cloaking could add a fun element to a game a cloaked commerce raider/scout ship reminds me of klingon bird of Prey heh Thank you for taking the time to read it. I know it was big and I find myself to be guilty of often skipping the big ones. I do wish more people woul