Badbonez

Badbonez

Joined Last seen Member # 640103
16 Posts 77 Replies 706 Reputation

Notes I was looking for under UI: Players can now use escape from all diplomacy windows (instead of having to click back>back>back) Double clicking a technology when the tech tree is expanded, selects that as your research project and exits the technology screen (same behavior as when you are in the default tech tree view.) Added numeric indicator to Technology Progress bar to give players instant feedback on number of turns left to research a tech wit

78 Replies 240,502 Views

[quote quoting="post"] Ship designer window: removed a duplicate resource bar Have fun! [/quote] Wait, WHAT? Duplicate? Where in this screen does it show what resources I will need to build this ship? Hmm? That WAS NOT DUPLICATE. It was in the wrong place. Don't remove t

86 Replies 374,499 Views

Yeah, this was hit with a sledgehammer, not a nerf bat. The problem was selling colony ships, survey ships and constructors early game. But this nerf just changes the trade value of every ship. So if some empire has some crappy out-dated small ship you can't trade for that either (the cost of these small, crappy ships is the same as a colony ship or constructor). The nerf should have been to specific ship types, not everything. The AI should value ships it needs

5 Replies 26,980 Views

[quote who="Old-Spider" reply="1" id="3678817"] They don't appear at the beginning of the game. They are a galactic event now and appear after the notification about pirates. However, they don't always appear then. I'm not sure if there is a bug somewhere or not. The GalacticEventDefs.xml in the Game directory in EXP2_Crusade directory has the code for their appearance. The pirate notification can appear more than once in a game, and I think it is poss

6 Replies 21,227 Views

[quote who="leiavoia" reply="2" id="3678036"] I still don't understand how legions work. The ingame info needs to provide more explicit instructions on what legions are, how to get them, how to use them, why you need them. I don't understand the difference between a legion and a garrison or why i should have to train a legion and then convert to a garrison. Should just be "train a garrison" [/quote] The time needed to Station a garrison is because they don't want

3 Replies 24,208 Views

I don't think there's a way to do this, but maybe I am missing something. I have a transport with 3 legions, I want to leave 1 legion on the planet for defense, is there a way to disembark the legion? Or is the only way to garrison a planet is by building it? Thanks

3 Replies 24,208 Views

[quote who="Ryat" reply="20" id="3677868"] Game came to a screeching halt when trying to move a shipyard. Game was doing fine when I decided to move my shipyard to be more equidistant between two powerful manufacturing planets. When I unanchored it the game started to chug just a bit. When I selected its destination the game went from about 2 to 3 seconds for a turn to go through to upwards of a full minute and a half for each turn and when it was my turn, anything I activated took forev

86 Replies 374,499 Views

This one had more than 40 pirate shipyards appear in it. The shipyards were slow to build ships, and the pirate ships stayed fairly close to the shipyards. The ships I had that were destroyed had ended their turn very close or next to a pirate ship. The asteroid mine was close to where a pirate base had spawned. The pirate ships don't cause much trouble, otherwise. <

23 Replies 68,767 Views

[quote quoting="post"] In my current game I no longer need administrators as I can just trade with the AI, select all of their Colony Ships, Frigates etc and then just swap them for a tech or two. I guess this must be an oversight, seems pretty game breaking! Am I missing something or is it better to just trade for your ship needs? [/quote] Yeah, they should make it so that if you do trade for a colony or survey ship it charges you an admin point - and

2 Replies 12,958 Views

[quote who="Old-Spider" reply="10" id="3677994"] I have seen pirate ships. There are always 1 or 2 pirate snipers all by themselves somewhere in the galaxy when a game is started. They are hard to see when they are all alone, but I have always found them when I use the console and fow or fowtrans. They don't do anything when I encounter them in the game, and I have no idea why they are even there. The pirate shipyards seem to spawn when there is a message fro

23 Replies 68,767 Views

[quote who="Publius of NV" reply="7" id="3677947"] Those strange red icons on the shipyards indicate that you need to spy on them to see what they are building. You can spy on other factions, but I don't know how you can spy on pirates. And the Precursor anomalies are back with 2.1.4, but I still haven't seen any ship graveyards. [/quote] I was in 'god' mode. If you look at the pictures you will see I was looking at their production from within their o

23 Replies 68,767 Views

I'm guessing their is a bug - it would be nice if Stardock would look into this. Here are some illustrations: 1) I have pirates set to rare - I have waaaaaay to many pirate shipyards in this game: 2) I entered god mod and looked at the shipyard, and yes! They are building something!

23 Replies 68,767 Views

This is 121 turns into the game, note all the anomalies to the right...and I had them set to occasional as well but the AI didn't get any of them. I thought maybe because they never built a survey ship because other races seemed to have cleared their area.

8 Replies 20,187 Views

[quote who="nokmirt" reply="1" id="3677865"] I have noticed the same. They need to make them more fearsome in the early game. [/quote] More fearsome? I haven't seen one, so any level of fearsome would be an improvement, lol. Or I guess set them to 'none' in the settings because their shipyards are taking up space. And I always thought pirates should be towards mid-game when the econ starts to roll because that's when they would come out of the wood

23 Replies 68,767 Views

There was a lot of criticism about the previous version of the game where the AI didn't expand at all, or very slowly. That made the AI look really dumb. Now it does expand pretty aggressively. I don't mind the AI rapid expansion because I use about half the number of suggested players per map so there's more room to grow. Also, the AI does use administrators, I have enabled the console command and use the 'fow' and 'god' commands to watch the AI pla

14 Replies 46,469 Views

I'm playing on normal difficulty and have run into 4 or 5 pirate shipyards, but I have yet to see a pirate vessel. My colony ships cruise past them, they wave, the pirates wave back, and they keep moving on their trajectory. Is this normal difficulty behavior or are they broken? Anyone else have this issue?

23 Replies 68,767 Views

It is unfortunate that the DLC model of game sales has essentially eliminated the need to fix things. Developers no longer patch games to 'fix' things, because they know the consumer will only pay if they add new content. So the philosophy seems to be; ignore the bugs and just add new content because that brings in revenue. Free patches do not bring in more revenue. I agree that ship design should be a bit more free form and would like to see that patched i

13 Replies 68,832 Views

[quote who="Publius of NV" reply="5" id="3677552"] It's in the center of the screen. It's hard to miss, so unless you got a lot of pop-ups at once, and quickly clicked through them without reading each one, you probably haven't seen it yet. [/quote] Sorry - I edited my post before I saw your reply. I played a couple turns and I saw the results. Thanks for the response!

6 Replies 32,105 Views

OK, just saw the results. You can find the Treasure Hunting ship in your ship list and see where it is going, when it gets there it pops-up a display of a number of credits earned.

6 Replies 32,105 Views