I do not know if this is what is happening in your case, but I have noticed that AI civilizations will attack anomalies with fleets that do not have a survey ship, defeating the defending ships, but not getting the reward. You can then move a survey ship to capture the anomaly without a battle. When this happens, you retain any remaining moves. You can even do this yourself. I send fleets to defeat the ships defending anomalies and then later have a survey ship scoop
PaulLach
[quote who="Ed49663" reply="1" id="3855185"] Did you start a new turn and see if it was added after that? [/quote] No, but with all due respect, an artifact that says it will do something should do it immediately. It does not seem to be a good game mechanic to use delayed gratification in this situation.
I started a new game today using version 1.04 and the New Neural Link artifact that is supposed to give a ship 10 experience points does not seem to work. The first screen snapshot below shows the experience of one of my ships is 12/25. The second screen snapshot just shows what the Neural Link artifact says it is supposed to do. The third screen snapshot show that, after applying the Neural Link artifact to the ship, the experience is still 12/25 meaning the aftifact did no
There seems to be an issue with calculating the number of months it will take for a ship to travel to a distant location. In the first screen snapshot below, you can see a Probe that has 17 moves. In the second screen snapshot, you can see the destination that I have selected for the probe and it shows that it should take a little over 9 months to get there. In the third screen snapshot, I have right-clicked on the 9 month marker and you can see that it now shows that it sho
The Charon command ship says that it has a 100% chance of capturing ships defeated in battle (see first screen snapshot below), but, as the second screen snapshot below shows, the Charon was in a fleet that defeated a pirate ship and it was not captured. You may want to have someone check to see if the code that determines whether a defeated ship is captured or not is working correctly. <img src="https://cdn.stardock.us/forums/64/79/6479257/36210e61-0209-4f7e-90d7-90b4a890afbd.p
Ahhh! I did not realize that I would have to spend 3 Promethion to heal the fleet. From the text, I thought that each turn every ship in the fleet would be fully healed.
The below screen snapshot shows the properties of the Nephelinite command ship. Under "Special Abilities" it says "Fully heals the fleet.". However, it appears that it only fully heals itself, not the other ships in the fleet. The first screen snapshot also shows that the hit points of the Nephelinite ship are full, but the second and third screen snapshots show that the other 2 ships in the fleet are not fully healed. Do I not understand what "Fully heals the fleet.
[quote who="DerekPaxton" reply="2" id="3852250"] But it is random. Can you let me know your other map settings? (starting sector size and map size) [/quote] Here are my settings:
[quote who="gypsy2299" reply="3" id="3852007"] Thx I will repost on Discord if you have a save came I know Derek would appreciate it. [/quote] Here is a link to a save I put in DropBox that has 2 examples of the broken Ship Graveyard issue. One is about 15 cells up and to the right of the planet named Tania Borealis I. The second one is about 15 cells down and to the right of the planet named Agena II. Hopefully, this will help the developers figure-out
I researched Artifact Mastery, the description for which is shown in the first screen snapshot below. Given the description, I would expect to be able to build an improvement on an available hex called "Precursor Nanites". However, after completing the research there is no new improvement available for me to build. The second screen snapshot below shows the screen for one of my worlds and there is no improvement called "Precursor Nanites" available for me to build. I
The Precursor Heirs faction bonus is confusing to me. The first screen snapshot shows that the bonus is dependent on the Intelligence of the leader that is assigned. The second screen snapshot shows that, after assigning a leader with an Intelligence level of 11, the relic modifier value went from +0.08 to +0.14 and the Maintenance went from +0.03 to +0.06. What does that mean? I have 3 Research relics, but when I look at the Research generated by my homeworld (third
[quote who="gypsy2299" reply="1" id="3852003"] One question are you on the 1.02 test version or the 1.01 stable version? [/quote] As shown below, I am on 1.02. Also of note, this is from a new game that I started on 1.02, not a game that I started on a previous version and continued playing on 1.02.
I came upon an anomaly that looked a little funny because it had a number (3) on it, and I could see the 3 ships. When I tried to attack it, I got a window saying that the anomaly was already being surveyed. Obviously, this is not right. What is going on? It kind of looks similar to another bug that was reported a while ago where, when you attack an anomaly, you succeed but the anomaly would still be there, and you could see the defenders. However, this is the
I am playing a new version 1.02 game and I set "Hostile Entities" to "Rare". However, in my home sector, I have already destroyed a Space Monster nest and a base of whatever those red things are called and now I have stumbled across a spot that has both of them (see the second screen snapshot below). That means that my home sector has at least 4 Hostile Entity nests/bases. I think your logic for the frequency and location of Hostile Entities needs some work. <img s
When I use the "Invite Leaders" Executive Order, then click on the "Leaders" icon to display the "Leaders" screen, I do not see any new leaders that I can recruit. However, when I click on the "Ministers" tab then click back on the "Recruitment" tab, the new available leaders appear. This seems like it should be a simple bug to fix. The first screen snapshot below shows what it looks like when I first go into the "Leaders" screen and the second screen snapshot shows what it look
I have reported this bug in previous versions and I am reporting it again for 1.01 because I am not sure if you are aware that it still exists. When I click to go to a new month, I get the Research Center screen to select a new technology. When I select the next technology that I want to research, I cannot get out of the Research Center screen. I believe the issue is caused by another screen that is behind the Research Center screen and is waiting for input. The reas
The following screen snapshot shows the result of a battle where I attacked an Asp with a Battle Axe. When you look at the Attack values for all of the attacks by my Battle Axe you will see that the values are all less than the Beam Attack rating for my Battle Axe which is 6. However, when you look at the Attack values of the first 2 attacks by the Asp you will see that they are both (7 and 9) greater than the Kinetic Attack rating for the Asp which is 4. As a player, it d
Hopefully, the devs are having many brain-storming sessions like this to deal with both the issues that need to be fixed and ways to enhance and improve the game.
[quote who="Basilisk83" reply="13" id="3850177"] yeah i personally like the variation in the races too. i agree a set stat might be a ok idea for the yor though [e digicons]:P[/e] [/quote] What about the idea of having the ability to research techs that will allow you to upgrade the abilities of the Yor citizens that you create as you go through the game?
A dev answered this in another thread by saying that they made every attack do at least 1 damage regardless of the attack strength and defense strength to avoid having battles take too long. To me, this is the wrong solution to the problem. Attacks that have less strength than the target's defense strength should do no damage to hit points. Period. The attack may reduce the target's defense strength by some amount, but that is it. I would think that with a litt
I am in the camp that likes having citizens with different strengths and weaknesses. In fact, when I created my own custom civilization and had to select the default race for my citizens, I chose "Random". It was fun to see what citizens I got as I grew and to assign them to the tasks to which they were best suited. For example, every Festron citizen got assigned to a Constructor as soon as possible to avoid having them eat my other citizens. This is a facet of the g
Another idea for balancing the Mimot would be to reduce the percentage of manufacturing that goes to the shipyards. That way it would take longer to produce the 2 ships. For example, if you reduced the percentage by 1/3, it would take 50% longer to produce the 2 ships than it would take other civs to produce 1 ship. By tweaking the percentage the devs could reach a balance that they find desirable. Another possible adjustment would be to reduce the manufacturing of w
With respect to the research tree, I have a few comments: I think the Tech Navigator feature was a good addition to give players a feel for where each tech leads. I am usually very aggressive in pursuing research and find that by about turn 250 I have researched everything and am repeatedly researching the last "booster" techs which do not appear to give the promised boost after the first time you research it. I would like to see more interesting and valuab
This is not a bug or a complaint. I just wanted to share a piece of entertaining modern art generated by the program as it tries to show areas of influence. I hope some of you find this as entertaining as I did.
[quote who="gypsy2299" reply="8" id="3849748"] The landing on is what is to believed to be the cause of the bug. And it already is near the top it was just not reported that they were doing this with Reds also. [/quote] In the previous versions where AI ships were taking yellow nodes without a battle while players had to battle 3 defenders to take a yellow node, I do not believe the AI ships were taking red nodes. I recall spending a lot of time and