Augusten

Augusten

Joined Member # 600920
3 Posts 9 Replies 307 Reputation

Szemis description of the bug is accurate. Heavy and light bordered dead planets are both CLASS 0. And yet, the heavy bordered dead planets are treated by the zoom settings as though they are habitable planets. This may seem minor, but when the main UI is cluttered with hundreds of dead planets, which easily out number every other icon, it spoils gameplay.

10 Replies 16,340 Views

I'm feeling overwhelmed by race selection. When starting a new game the interface doesn't give me a good idea what each race has to offer in terms of their tech tree. Meaning, a summary of what each race excels at tech wise and what makes their tree unique. Is there a place to find this info or it is a matter of starting a game as each race so I can examine their tech tree?

3 Replies 3,619 Views

I'm not that far into my first 1.8 game. I want to upgrade my space miner; however, clicking the Upgrade button crashes the game. I have repeated this several times, loading from an auto save. Before clicking Upgrade, I created a new space miner, made the default one obsolete. The new space miner has the correct module. Debug Message: Version v1.8 Dark Avatar last updated on: Wed Oct 17 12:31:13 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info

1 Replies 2,828 Views

UPDATE : Reinstalling game (and losing all custom ships and settings in the process) fixed the problem. Debug Message: Version v1.11 last updated on: Mon May 8 11:15:04 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/19/2006, 21:33:14 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: EMPEROR Operating System: Windows XP Professional (5.1, Build 2600

0 Replies 1,727 Views

Great info. Thanks for explaining how unused social will be added to military. I think you made the right choice on not including the bonuses, although I consider social wastage elimination to be a HUGE upgrade to the game. I spend easily 40% of my game time managing my colonies just to counter social waste. The phrase "...there has to be something to benefit the player who runs their economy well.." somewhat annoys me because I thought th

71 Replies 86,075 Views

I think the production cost of Wonders + the cost of one tile is too high. That doesn't mean they shouldn't cost a tile, I simply mean that I don't think the impact of losing a tile is built into the price of a wonder. I play medium or large maps, and most wonders simply aren't worth the production + tile cost. Maybe wonders are supposed to be a huge map thing.

22 Replies 20,121 Views

There is one cheap algorithm I hope gets fixed, and it's the way the AI trades tech...apparently, they're coded to NEVER trade military techs if you have any kind of strong military. Big agreement on this one. AI's obviously want to avoid trading military tech; but it's not balanced. An AI was willing to

78 Replies 47,209 Views

Unused Social Spending routed to military spending (or back to treasury if nothing is being used) Thank you very, VERY much. This will drastically improve gameplay for me, primarily by reducing miromanagment of my economy to counter social spendin

223 Replies 115,753 Views

I haven't heard any alternatives that wouldn't create a worse issue or require a drastically different economic system which isn't going to happen in a 1.x, that's more of a sequel thing. Any changes to the system would have to fall under these guidelines: 1) No dramatic shifts in net revenue that aren't user controlled. That's why we have the socia

120 Replies 133,870 Views

One might argue that the social spending "wastage" is realistic. For instance, here at work we have to pay people's salaries whether they're on a project or not. Social spending is essentially paying the salaries of the people who build things on the planet. A good manager will make sure they take a detour on their tech reearch to keep those guys busy all the time.</

120 Replies 133,870 Views

How about making social projects ramp up and down in terms of cost... Does this make any sense? No, it doesn't. Your suggestion just makes the mechanics more complex. There is nothing to solve, its all quite simple. If I decide to upgrade hundreds of factories, I should expect my budget to take a hit and the need to adjust ONE slider to prev

120 Replies 133,870 Views

Your planets have no improvements being built. Then an alien offers to trade you xeno factories. You take it. Then suddenly your net revenue goes to -2,000 per turn. Huh? What happened? All your planets started upgrading their factories and all that social production started to get charged for again. So what? It makes complete sense to m

120 Replies 133,870 Views

Custom ships have so many bugs it drives me nuts. I've spent hours trying to design ships, moving .shipclass and .shipcfg files around, attempting to directly edit the files, and finally just wiping all custom ship files and saved games. Stardock, here's what we need: The ability to design the *look* of a custom ship using structural components apart from equipment such as engines and save that ship template to be reused in future games. Some of us spend hours creating an appearanc

4 Replies 6,874 Views

You seem to be missing an important point. If you invade an enemy colony and then destroy it, that planet WILL be recolonized by one of your competitors. Every habitable piece of rock you control is one your enemies do not. You should look at colonies with low ratings as strategic military outposts. Letting an opponent have them gives them a place to refuel and spread influence.

12 Replies 16,933 Views