[quote quoting="post"] The screen snapshot below shows that a cell on one of my core worlds has an Oasis in it that gives +2 to Food, but it also shows that I cannot build a food improvement on it. I think the issue is in the code that populates the cells on planets in that it apparently does not look at the capabilities of the base cell before adding enhancements like Oases. <img src="https://cdn.stardock.us/forums/64/79/6479257/7fa59611-40f5-40b8-a6c7-04d6cf8e9bee.png"
gypsy2299
[quote who="RammaStardock" reply="1" id="3919893"] Hello! Is this issue still going on in the current build? [/quote] Appears so there is at least one poster (may be this one, Different Nickname though) in Steam. Actually it was Culture Vic not loading. So it seems the victory selection screen may not be working 100% of the time.
[quote who="Publius of NV" reply="2" id="3917461"] Those look like the Snathi and Thalans, both of which spawn in via random event and start at war with everyone. Have you checked your diplomatic status to make sure you're not at war with them? [/quote] See the zero-balance offer is still in these events also.
[quote who="Bakka" reply="3" id="3917255"] Anyone else getting game crash when selecting Shipyard missions with this new insider version? (3 auto reports sent) [/quote] Known bug. They are working on a fix. It is highly suggested that you do not select Treasure Ship till it is fixed as this is the reason for the crash.
[quote who="PaulLach" reply="2" id="3917063"] I suggest that the code be modified to accumulate the results of all treasure and resource missions until the start of the player's next turn and then display ONE window that shows the results of all of the missions in total. For example: 10 Treasure Hunt missions found 1,000 credits. 15 Scavenger missions found: <p styl
[quote who="Ashbery76" reply="10" id="3916797"] Never been a fan of stacking or spamming bases.It just benefits micro,min max and is not very strategic.I would favour less bases but more important. Not sure why the military base exists for instance as you could just add those buffs to a normal station. [/quote] For those who are a "fan of stacking or spamming" starbases. The military base exists because they are needed, to defend areas and buff nearby flee
[quote who="PaulLach" reply="11" id="3916824"] What is the benefit of having different types of starbases other than limiting what modules you can add to it? [/quote] You answer your own question as you ask it. A single starbase type is a silly idea and limiting my ability to choose is worse.
K. That makes it clearer. So yes a bug.
[quote who="m007kuzya" reply="5" id="3916722"] Quoting Jaia, reply 4 you can see "your skill in diplomacy" +1 there. That's it. But it is no any change in this screen. Before i study this tech it wos "+" and after i study this tech it is still one "+", and after i disco
[quote who="perrya555" reply="10" id="3916230"] Docking a transport auto unloads the required passenger. The starbase "eats" that passenger and now your ship is in Hotel California. It is a nasty bug. [/quote] Not a necessarily a bug, might be a bad design choice, or might be a good feature that needs "no ship docking on SBs" to make perfect.
[quote who="zichella1" reply="8" id="3916120"] Quoting gypsy2299, reply 7 Check to see if you transport has a soldier/ passenger just need to select the ship. If it doesn't that is why you cannot leave the SB I would still like the ability to move around empty transport/colony ships to ferry p
[quote quoting="post"] I parked a ship at a mining base to repair and now I can't get it to depart. Ejecting ships doesn't work nor does clicking on the ship and giving it an order to move. [/quote] Check to see if you transport has a soldier/ passenger just need to select the ship. If it doesn't that is why you cannot leave the SB
[quote who="PaulLach" reply="5" id="3916048"] Quoting gypsy2299, reply 4 Why would you dock the transport at a Starbase ? I can understand a Shipyard or a Planet but there is never a reason to dock any ship at a starbase. On
Why would you dock the transport at a Starbase ? I can understand a Shipyard or a Planet but there is never a reason to dock any ship at a starbase.
[quote who="PaulLach" reply="3" id="3915798"] Quoting gypsy2299, reply 2 This one is "not". incorrect there are two separate but equal ways to produce SB Modules one is on planets the other on Shipyards, though the +2 should be in both or neither description. If t
[quote who="PaulLach" reply="1" id="3915791"] It looks like the same person also wrote the description for the Starbase Modules technology where they wrote "Produce Modules" twice. [/quote] This one is "not". incorrect there are two separate but equal ways to produce SB Modules one is on planets the other on Shipyards, thoug
[quote who="zichella1" reply="5" id="3915792"] Quoting MRW1969, reply 2 the numbers even with random number generators don't allow for anything else You know, the game is still changing pretty fast with major updates. When something happens, like a ship jumps
[quote who="zichella1" reply="21" id="3915780"] Icon transition zoom : 0 That setting seems to have turned off all the ship animation. I made the change this morning and the almost unplayable game (~260 turns in) seems so much faster. [/quote] Thought AI ship tracking was another selection choice, anyway glad it helped.
The battle predictor does not predict what will happen but what should happen. The RNG dictates what does happen. The predictor is mostly right but just as most observers of a certain battle in the middle of The Pacific Ocean on 6 June 1942 found out random events can cause the more powerful force to end up crushed. Just as the IJN was that day by the much inferior, on paper, USN at The Battle of Midway. For the record the myth the Zulus only had spears a
Welcome to the world of Random Number Generators, sometimes you should win but you do not. Roarke's Drift and Blood River are good examples. In both the Zulu should have walked over the defenders without pause in both cases they were beaten off.
[quote who="zichella1" reply="17" id="3915682"] Quoting Frogboy, reply 13 There are work-arounds if it's an issue on your machine as it the cause are the way the nebula are drawn. If you played with less nebulas in the game or alternatively had the nebula turn to icons faster (options->interface) this would
[quote who="perrya555" reply="8" id="3915450"] I stopped playing GC4 SN IE because of the intense overheating issue. I am playing a cartoonish 4X game and the max temps are at least 10C lower. I can't afford to cook this laptop like I cooked the prior one playing GC4 SN IE. [/quote] Amazon has many Laptop cooling pads for under $35 that have 4 1/2 stars on a minimum of 1500 reviews might look into one.
[quote who="Jafo" reply="1" id="3915377"] Here's a trick...when requesting help from Support try a little harder to be polite. [/quote] On Steam he would have an 8 day time out one for each use of the F word so might be a good thing unlike on Steam I am not a Mod here.
[quote who="thehumanity" reply="2" id="3915375"] Thanks! That worked like a charm. [/quote] Could you please add solved to your tittle?
WAD, you choose certain Civs you get different "Capitals". It is however not clear that the alternative buildings were properly programed. Alas it may be after the New Year before it is settled. The alternative "Capital" buildings will stay though.