I think the word you're looking for is "kindred". In the pop-up, "The" is not appropriate. Try "This" instead.
scifi1950
How nice of the Dread Lords to leave a bunch of their old pirate ships around that can join my fleets! Wait, WTF, those are Umbral Horrors that I can't control! So, is this a mistake, or a cute little gotcha! Actually, if it's a bug, you might want to leave it in. Pissed me off in a "damn should've known better than to trust those stinking Dread Lords", kind of way. <img src="https://cdn.stardock.us/forums/18/60/1860429/afbfc54a-5a83-444a-b93e-8edee58f8494.png"
Okay, I quit, that' planets 4 and 5. This was a great game too. The AI was actually playing pretty good.. Maybe I'll start another game tomorrow, but I'm too pissed to play any more tonite.
Now playing 2.96 and guess what - the plague is taking over my planets again. There needs to be some way to fight this other than manually shipping every citizen off in space or creating plague planets. We need to be able to either cure or kill. This is a fun killing micro management issue. You gave us the ability to fight crime now can we please get some attention to the plague. And my Synthetic Live citizens are still becoming plagued !!!!!!!!
[quote who="Zabik_2" reply="1" id="3964945"] Hey, thanks for the feedback! How do you envision it? Right now, those notifications follow each other. Did you mean, to have time between the notifications? [/quote] Yes they follow each other but many times the first one closes so quickly when a second one opens that you don't even get a chance to make note of what happened. This happens when you colonize more than one planet on the same turn. The most ann
[quote who="IpityU" reply="6" id="3964146"] This begins with the presumption that all Flagships have shields >0 I haven't checked - is that true? [/quote] Seems to be the standard for all prebuilt Flagships, Prototypes (I think I have all of them), and Commander (I'm using the Builder set) ships in my game (18 different ships).
I'll second that [e digicons]B)[/e]
[quote who="gypsy2299" reply="4" id="3963854"] from reply 3: "Monsan is needed for the "high end" construction of Kimberley's Refuge." Sci those that play only Robots might not be aware of the Refuge use. [/quote] Good point, but it still doesn't make that wording acceptable IMHO. [e digicons]}:)[/e]
IpityU - There might be an Artifact that increases shields, but I don't have one in my Vault so I can't be positive. Don't know if you know about these already, but here are some things you can do to improve shields for all ships (including commander and prototype) automatically - 1) Building Institution of War (Orbital)) gives all ships +5% shield strength 2) Building the "Ironside Resonance Emitter" adds 10% shield strength (needs 2 Gigamass to build
I totally agree with this [e digicons]:thumbsup:[/e]
Ramma - Context is Fubared. Monsatium doesn't fit any of the properties mentioned. It's a fertilizer.
IpityU - Just to clarify what Zabik_2 said. If the flag ship you want to refit is a commander ship then you cannot touch it other than as he mentioned for commander ships. Prototype ships (Raptor, Praxis, Retribution, ect.) are also treated like commander ships, so none of those that are flag ships qualify for refit either.
If you're truly interested in playing the game and not just a troll, my suggestion would be to turn off the "Tales of the Arnor" DLC for now. That's what I did and 2.95 plays pretty much the same as 2.94, so if it's just the new features you don't like you'll be good to go. BTW - I'm not experiencing any major game breaking problems playing 2.95 this way. I would also point out that Stardock has made 2 micro-updates to 2.95/Tales of the Arnor already so as usual they'r
Found another one -
Looks like there's a missing or bad link in the code -
Go to planet Tejat I - https://www.dropbox.com/scl/fi/cq40b8k16mh6yxd1vqifb/2.95.Supernova-Insider.4085.GC4Sav?rlkey=h1md088jnp4pjl47yr3wdmk64&dl=0
New one for me. Tried reloading game but it's still not there, but it really is.
Placed a Yor on the captured Corporate Civ capital which had been taken over with plague. Somehow YOR managed to become plagued. I reported this in a prior version. It obviously hasn't been fixed.
Another planet link missing
[quote who="RainMan418" reply="17" id="3960101"] I think the module changes weren't for the better. Paying a little giga mass is better than a constant energy upkeep per dreadnaught. [/quote] I humbly disagree with your opinion. There are several ways to create more energy but Gigamass is a limited resource, once it's gone you can't get it back.
[quote who="Illauna" reply="3" id="3960025"] Thank you for the save. I dont see a duration. My guess the only way to deal is put all the plague pops on transports with a colony module or use the civilization transport feature and send the pops into harms way, You might be able to leave them in space indefinately. I'll bring it up to the community manager though. There should be some method of curing it or it needs to have a duration. [/quote] So you're
Another event with no link to planet
Illauna - Here you go. I had to give the game up it got so bad - had another one of my core worlds (Wachman) go totally plague on me while my back was turned. [e digicons]}:)[/e] https://www.dropbox.com/scl/fi/tasb6ercgirng9tt9uua3/2.94.Insider.2113.GC4Sav?rlkey=37chhrvprfvthuct6y5sigmry&dl=0
Unless I'm missing something I think the Plague mechanic needs some TLC. I had a planet from another Civ flip to my control. Turned out that every citizen had the plague. Here are my issues with combatting the plague - 1) Only way I know to stop it's spread is to imprison plagued citizens and send everyone else to another planet. 2) The only mechanic to kill a citizen (that I know of) is to get the max planet pop below the current pop. However thi