Updated. On review I found I had gotten the Xenocide achievement, so that's moved to the working list.
Publius of NV
List updated. Added Win as Festron, Conquest Victory, and Influence Victory! to the working category.
The other modes were found to be buggy during testing. Would you rather that they had been released with the bugs? I know other studios that do that. Instead, Brad (CEO) told the developers to play a lot more multiplayer in their testing and get the bugs fixed. They are working on that now.
I had thought I remembered a fix during the beta for the problem of Draft Colonists not working if the default colony ship was obsoleted. But clearly either I'm misremembering, the fix didn't work, or the fix subsequently got reverted. Hopefully the devs will look into it, I'll bring it up on the Discord chat.
No, you don't get any more resources for having more colonists. The only reason to do it is if you plan to turn the colony into a core world.
[quote who="TheZerg1989" reply="31" id="3855926"] but still why was the other modes in the beta [/quote] The other modes were in the beta to be tested, and were found to be too buggy to be released. Frogboy has said he's making the developers play multiplayer against each other until they can get enough of the bugs fixed that the other modes are stable enough to be released.
[quote who="TheZerg1989" reply="28" id="3855919"] we are on V1.4 and there is only arena on the multiplayer side of the game. [/quote] We're on 1.0.4, not 1.4.
List updated. Added Win as Torians to the working category. Moved Commodity Seller, Level 2 to the broken category. I sold 100 units of antimatter on the Galactic Market and did not get the achievement. If more are needed for this achievement Stardock is trying to give us all carpal tunnel syndrome since that took 100 clicks.
This kind of thing happened during the beta when people were creating their own designs for colony ships and constructors and then obsoleting/deleting the standard design. Did you did something like that?
I've noticed this also, in a game started yesterday on 1.0.4. In addition, while I normally see notifications for ships needing upgrades in the notification list in the upper left, a few times now no notification has appeared there, but one of my advisors in the upper right is telling me there are upgrades available.
List updated to move The Plague to the broken category. I think it's for the Penultipox Galactic Challenge, and I've done that and didn't get the achievement.
I'm sure it's a bug. I reported the problem with the navigation techs on Discord, but it got overlooked.
That's a real shame, I was really enjoying your AAR.
Updated the list to show Trading Partner as working. I had thought it was meant to be awarded after establishing your first trade route, but I got it after establishing my 11th trade route and having one trade route started by an AI. So I'm guessing it means having 12 trade routes, whether started by you or received from an AI.
As far as I can tell colony approval doesn't matter at the moment. However, if a government/election system is added in the future it could matter a great deal.
I see the weather improvements that were missing for the Arceans were fixed in 1.03, were their Navigation improvements that were missing also fixed?
[quote who="scifi1950" reply="2" id="3852666"] Publius - I checked that in my setup and that Option doesn't shut down the Mod button on the main screen (I turned it off & reloaded). I think it just allows the game to use Mods you've downloaded [/quote] I'm out of ideas then.
Do you have Enable Mods turned on in the game Options?
[quote who="Zuell" reply="1" id="3852635"] I see it as you have to pay your friends to hang out with you? [e digicons]:P[/e] [/quote] Might make sense if you were playing as Tywom.
Early game the Security Lights policy (if you have it available) can be a big help with crime. Since the -5% crime applies to all colonies, it can wipe out the contribution of all colonies to your core worlds.
[quote who="Nastytang" reply="31" id="3852573"] The only offline mode I see is not enable [/quote] Do you have mods enabled in the Options?
That's what a lot of the rest of us are doing, too. You can turn a criminal into an ex-con by putting them in prison (click on citizen portrait and select imprison). After some number of turns you can retrain them as worker/scientist/etc. Or with the right combination of policies, ideologies, improvements, and/or Ministry of Justice you can ignore the criminals because crime is suppressed.
[quote who="Nastytang" reply="29" id="3852570"] Version 1.02.345372 [/quote] That's the same as mine. The only other thing I can think of is you've somehow set it to offline mode? Or don't have an internet connection when running it?