Even with the 50% economy building, I still have a very hard time keeping the Iconians out of the red. My complaint with them is similar to what a lot of people have stated. I'm not sure who they're supposed to be. In DA, they struck me as slightly evil super-scientists. Now their backstory seems to suggest that they would struggle with science. I agree that espionage has nothing to do with this race. We already have a spying race. Their super ability is pretty weak. If you are unlucky w
Seth Gaines
This has been a mess for a long time. I play with surrender turned off, otherwise, all my games get ruined. People will not only surrender without any combat, but they will surrender to people they aren't fighting, who have opposite alignments.
Not only are the Yor affected by morale, they appear to have the worst morale in the game. I find it ironic that the 'ruthless machines' are so easily affected by Information Warfare. I'm seeing approval ratings in the 40s on planets with populations around 2-3 billion. Something needs to get a tweak here.
I wouldn't mind being able to trade some racial techs if you could keep the buildings from being built. That way, you could still trade people for any bonuses. I think of that as picking up a few new ideas about how to do things, without changing your culture or biology to allow the new buildings. This is especially beneficial for Drengin or Korath, who have abysmal manufacturing structures which might be helped by learning a few 5% bonuses.
[quote] By the way, at least in my case in all GalCiv games and expansion packs, when you load the game the borders are not the same as when you save. [/quote] I've noticed this too. My influence is always less the first turn. It's as if the game doesn't apply any modifiers until you hit the turn button.
I've had this happen a fair amount (once even with combat ships sent to destroy an enemy mine), and I never have my miners on auto-improve.
I liked the monsters in MOO and MOO 2. They gave you a good reason to build combat ships early, and some were quite challenging.
I have had the routing fail a few times with non-mining ships. It seemed to happen when there was only a small difference in the progress the ship would make going around vs. going through.
The invisible ship problem is still around. I can't say what the root cause is. It seems to only affect the base designs and unmodified hulls (that is, where you don't artistically design the ship). I have noticed a few things recently: 1. Even if you do not check the 'Save as Template' box, the game will save all of your designs as templates. 2. Playing as the Iconians I used a small hull (Do the Iconians have the old Torian hulls?), and just threw some weapons on. Building them gav
The description for the basic Iconian manufacturing building says 'manufacutring'. There is an event where a research reactor is about to go critical and you have to decide whether to save people or research. The text says that you have to destroy the reactor 'as soon possible able' or something like that.
That is a good point, but the range is still inadequate. I had the top left eighth or ninth of the map, but I couldn't reach anyone. Everything was set to abundant, but I did have tight clusters set.
Ummm.... Unless the number of stars and their distribution is determined by the number of races, that doesn't make any sense. At best, I'd have ended up crammed into a smaller piece of the corner with one other race, and maybe a minor or two. I have actually made contact with four races (and two minors), I just can't get to anyone's planets, aside from two worlds belonging to the race in the top center of the map.
I think it will have to get fixed, or at least raised with the advent of immense galaxies. If you look at the save game I sent, I am far away from my neighbors, but not really that far in proportion to the size of the map. The present range limit will make it practically impossible to interact with most races, especially in warfare, when you can't expect them to leave your range-extending bases lying around.
I figured there was a maximum range, but shouldn't I still have an irregular blob reflecting the contours of my empire? The limit of the rectangle I ended up with is very close to the range I had with just a standard ship and the range bonuses from research, so something must still be wrong. I had only gotten to level 3 of life support.
I've submitted a save game already on this one. Playing in an immense universe, I have one of the corners, and no close neighbors. Even with extended life support researched, I was unable to get a freighter to any other race. I upgraded the basic freighter with a better engine and 2 extended support modules. That increased the range a small amount, but not enough. I upgraded again, and stuck on 5 or 6 modules. Now my range shows as 10.7, up from 4.something, but the freighter range
I loved the Berserker stories. It's old-school sci-fi, but if you like that you'll enjoy them.
Super Spy does utterly bite. Perhaps the ability could give any enemy spy a 10-25% chance of being nullified on placement?
Actually, they get them for free when they declare war (or have it declared on them). They're scary very early, but the real problem is when they become invisible.
I have seen the cruddy Drengin Super Dominator Corvettes go invisible in the latest build. Three attacked an Arcean ship, and one was destroyed. The remainder of the fleet actually went invisible during the battle. I was watching from zoom level 2.
[quote] and for some people, that will be the fun of it. this is a non-sequitor from your last post. this is player behavior that has nothing to do with RPing, but with maxing out MV scores. and what's wrong with that? you don't appear to have any MV characters, so what does it matter to you what other players do? also, there's an oversight within the point itself. being able to steel the best tech from other players means they must research it first. you can't rely on that. i
Miner trouble happened again. I sent in a save.
In my first game with the latest beta, I have just met the Scottlingas. When I trade with them, their techs have an empty slot over the two they have to trade. You can even select this, and it will show on the trade list. If you deselect it, it goes away. I have a screen cap, but I can't insert it.
[quote] And lastly, the Torian's start-of-game Galactic Achievement, the water transport one, really should probably be a Super Project; there's not much point in it being a Galactic Achievement if only the Torians can build it anyway (not to mention can build it so early no one else has a chance even if they could build it). [/quote] Wouldn't it have to be a galactic achievement? Otherwise everyone who traded for the tech could build one.
I'm with you on that. It needs to be adjusted down a bit.
I have seen this happen once or twice, and once it was far too early for anyone to have given them a colony ship (LentzLandians, and about turn 5, if it matters). They had to have started the game with two planets.