monkius

monkius

Joined Member # 854235
8 Posts 4 Replies 142 Reputation

I saw someone mention the idea before and wanted to second it. If you play with tech trading disabled, it is almost impossible to form an Alliance because both races have to research the technology. Could we do either of the following if tech trading is disabled: 1) Give everyone Alliances at the start 2) Not require the Alliances technology to form an alliance I sometimes like playing with tech trading off because it enhances the differences between the races, but mis

0 Replies 945 Views

Hmm, I kind of can see the formula from the wiki page, but it would be nice if you didn't have to look at the wiki page to understand what was going on. If the morale tool tip showed something like the following, it would have been easier to understand: Morale = 54%. -63% from Population -72% from Taxes +61% from Buildings on Planet (170% from Buildings * 37% Population) +19% from Native Ability +10% from High Quality Planet.

5 Replies 2,001 Views

Hmm, but why would a larger population reduce the amount you get from buildings? Why wouldn't it just increase the penalty from Population? As it is right now, we can look at the breakdown of the final morale but have no idea on how the individual pieces were calculated.

5 Replies 2,001 Views

I have a planet with the following: Capital +50% morale Counter Espionage Center +20% morale Oracle of Krynn +100% morale which the Improvement Summary correctly shows as a total Morale Bonus of 170% However my colony only has a morale of 54%. :( When I hover over morale it gives me the following: Morale = 54%. -63% from Population -72% from Taxes +61% from Buildings on Planet +19% from Native Ability +10% from High Quality Planet.

5 Replies 2,001 Views

[quote] Freighter Command should keep the route open, even though the freighter keep getting destroyed. I think this only works on routes you created though. [/quote] Hmm. I did see some strange messages about the distance was too far or something like that. It could be that I needed a starbase (which had been since destroyed) to reach where the trade route was going, and when the freighter was recreated it was now too far? I could kind of und

5 Replies 2,027 Views

I was playing a game with 0.95[b].002 where I was the Korx. I was at war with the Terrans and the Drath when the super pirates special event appeared. The pirates started destroying everything in sight. Wanting to keep my trade routes running, I quickly researched and then paid to build the Freighter Command, which was supposed to recreate my freighters if they were destroyed. This didn't seem to do anything, and all of my trade routes were lost one by one as the pirates destroyed ev

5 Replies 2,027 Views

I just finished playing a Twilight of Arnor beta game (0.93[b].002) and ran into a strange situation. The Snathi, a minor race, were being attacked by the Torians. I did not want to attack the Torians just yet and I was not ready to 'liberate' the Snathi myself, so I gave the Snathi a few ships to defend themselves with. Instead of moving the ships to defend their planet or to attack the Torians, the Snathi just left the ships there (in my space). I tried again later to give them some ships

2 Replies 1,468 Views

Two suggestions: 1) When upgrading a facility on a planet, the facility should still function if it is not currently being upgraded (first in the queue). I ran into a problem where I had researched a better factory and the computer decided to upgrade all of my factories at once. This would have been okay, but they were queued up behind some terraforming! It took me a while to realize why the planet wasn't producing anything and how to fix

894 Replies 378,621 Views