PaulLach

PaulLach

Joined Last seen Member # 6479257
376 Posts 337 Replies 20,016 Reputation

Illauna, Thank you for the response. I prefer to not do any mods because, if I do, I will not know if an issue I find is due to the game or the mod(s) that I may have installed. I am fine with not testing tiny sectors at this time. Again, thank you for the response.

6 Replies 1,916 Views

Below is a link to a save file on DropBox that will demonstrate winning on the first turn. https://www.dropbox.com/t/DakRJmSQiGS33D2y Here is a screen snapshot of the setup for the game. I am playing as a custom civ against the Yor. I have started more than 1 game with this setup and every one ends in victory on the first turn. <img src="https://cdn.stardock.us/forums/64/79/6479257/2145334

6 Replies 1,916 Views

The first screen snapshot below shows a message that I received. If I was at war with only one civilization I could figure-out who it was from, but as the second screen snapshot shows, I am at war with 2 civilizations. How am I supposed to know which one wants to offer a ceasefire? I suppose from the snowy screen I could guess that it is the Xendar Remnants, but the message should state clearly who is offering the ceasefire. <img src="https://cdn.stardock.us/forums/6

1 Replies 5,673 Views

The screen snapshot below shows a Situation Report for "The Factory Child". The hover text for the "Defend the factory." option first says "... temporary reduction in manufacturing output on your homeworld .", but then says "-10% manufacturing to all worlds for 10 months." (emphasis added) Choosing "Defend the factory." does, in fact, reduce manufacturing on all worlds by 10%. <img src="https://cdn.stardock.us/forums/64/79/6479257/ef08421

0 Replies 3,204 Views

Expanding on the Approval issue on new core worlds, it appears that the first citizen does not get the bonuses associated with your civilization. The first screen snapshot below shows the breakdown of the Approval of my first citizen on a new core world. The second screen snapshot below shows the breakdown of the Approval of my second citizen on that same world. Note that it is getting +50% for being Yor and another +10% for being Synthe

35 Replies 92,436 Views

[quote who="gypsy2299" reply="9" id="3936625"] Did there happen to be another Civs /hostiles on the ship's routes? [/quote] No, I was sending the free colony ship on my first turn to a planet that was discovered by my free probe. On the second turn, the colony ship forgot where it was going and I had to direct it again to the target planet. Some additional information: It happens with every colony ship that I build and send farther away

35 Replies 92,436 Views

As shown in the first screen snapshot below, the Modify Planet item in the vault says, "Adds +1 to its usable tiles.". I am going to use it on my core world named "Sagarmatha I" whose properties are shown in the second screen snapshot below. Note that it is a Class 29 planet. After I apply the Modify Planet item to Sagarmatha I it becomes a Class 32 planet as shown in the third screen snapshot below. This means that the Modify Planet item adds +3 to the target planet

1 Replies 8,876 Views

In the screen snapshot below, the text associated with the "Directive: Energy Maximization" option states, ".... we can permanently increase production on Yor At Home" (Yor At Home is the name of my home world), then the next line says "+10% Manufacturing to all worlds". Which is it: increase production on just my home world or on all worlds? If it is all worlds, is it just my worlds that exist now or does this bonus apply to new worlds when I colonize them as well? <img s

35 Replies 92,436 Views

OK, I started a new game and sent the starting colony ship to a planet that was farther than it could travel in one turn. On my next turn, the colony ship had forgotten where it was going and I had to send it to the target planet again. This seems like a new bug.

35 Replies 92,436 Views

It would be helpful if you would state in the changelog announcement whether or not we need to start a new game or if we can continue playing a game in progress in order to test the new version. For example, I am continuing to play a very large game and I now see that colony ships are "forgetting" where they were going. Is that a bug in the new version or is it an artifact of continuing to play a game that was started under a previous version?

35 Replies 92,436 Views

1. What do you do with a Supply Ship? Supply Ships provide a one-time amount of manufacturing, not an ongoing increase to manufacturing. Generally, you would build them at a mature core world and send them to a new core world to help them get started. However, I have had the shipyard at a new core world build supply ships that I send right to that new core world. How you use them is up to you, but the main point is that they provide a fixe

5 Replies 8,442 Views

I know I have reported this before, but this issue is still happening in version 2.7.583340 and, in my opinion, is very serious. The first screen snapshot shows what the lower left-hand corner of the screen looks like. You see the large box with the information about the selected fleet and a row of icons above it that show you what you can do with the fleet. Notice that there are no icons for Beam Volley or Missile Volley. The second and third screen snapshots show

0 Replies 4,612 Views

The first screen snapshot below shows the text for the Bernal Sphere item in the vault. Note that it says "adds +1 to its usable tiles." The second screen shot shows that the core world that I am about to apply the Bernal Sphere to is a class 36 planet meaning it has 36 usable tiles. The third screen snapshot shows that, after applying the Bernal Sphere item that should add 1 usable tile, the planet is now a class 39 planet meaning that 3 usable

1 Replies 4,327 Views

I have 2 suggestions related to volley attacks: Modify the way volley attacks by a fleet against an enemy fleet work . Currently, if I execute a volley attack from a fleet against another fleet, all of the volley power is directed at only one of the ships in the enemy fleet which is a waste of most of my volley attack power. I believe better rules could be implemented. For example: What I would like to see is: Let

0 Replies 3,220 Views

I agree that this is an issue that needs to be addressed sooner rather than later. For experienced players, we know that we need to save and reload the game after getting the new planet found event. However, for newer players, they will unsuccessfully search all over for the new planet and eventually give up searching with a negative thought about the game. When they are done playing, they will save their game and exit. The next time they play, they will load the las

6 Replies 16,887 Views

The screen snapshot below shows the popup that appears when you hover over the title bar of the Freemind Center faction on the Factions tab of the Leaders screen. It purports to show what the impact will be when you assign a leader to that faction, but it contradicts itself. It says that ship range will increase by some amount based on the member leader's Resolve, but then at the bottom it says "+0.8% Maintenance to all Ships". Based on what happens when I assign a leader

0 Replies 3,781 Views

The issue where the beam and missile volley icons are not visible, but are functionally there, just happened to me. Here is a save file that should show this: https://www.dropbox.com/scl/fi/btyfhjbgaljhelwi5ez1k/Missing-Icons-Under-2.5.580372.GC4Sav?rlkey=fdt2lerkr4jyddo3bevn8in0e&st=pj5c1kzp&dl=0 To s

16 Replies 31,394 Views

I believe that when they say " UP TO 4 hexes away" they mean 3 straight and 1 diagonal. If you look at your screen snapshot, the cells diagonally up to the left and down to the left are within range.

3 Replies 10,519 Views

I recommend that "surplus" research for the civilization be stored similarly to how "surplus" manufacturing is stored for core worlds and that it be usable to immediately complete as many technologies as can be completed with the "surplus" as long as the player selects technologies that can be completed with the "surplus" technology. At that point, the game would wait to the next turn to add the new research to the "surplus" to see if there is sufficient research to complete the selecte

0 Replies 3,637 Views

There is an issue with Command ships becoming available when the requisite technology has been researched. The first screen snapshot below shows that the last 2 Command ships require that The Sovereign Immunity technology is required. The second screen snapshot shows that I have researched the Sovereign Immunity technology. The third screen snapshot shows that the last 2 command ships are still not available and now do not show any additional required technology.

2 Replies 11,625 Views

[quote who="RammaStardock" reply="2" id="3927943"] I wanted to take a moment to thank you for this detailed series, and resurfacing past issues as well, your assistance genuinely proves invaluable to the team, and provides a lot of needed details and context for us to help improve the game [/quote] As a retired programmer, I know how valuable detailed feedback is for finding and fixing bugs. I also try to adhere to the philosophy of always suggesting fixes and/or impro

5 Replies 9,398 Views

[quote who="RammaStardock" reply="1" id="3927929"] Bumping this back up to the teams list again, I know we've talked about this issue in the past correct? [/quote] Yes, we have talked about this in the past. I am bringing it up again because it seems to be a logical flaw in the game that should be fixed and it is VERY annoying.

2 Replies 5,336 Views