No it was uninhabited, my arcova had jumped out like less than 10 secs before the ai asked me to go bomb the planet back to the stone age. my scout was the only ship in the system and the system was uncolonized.
Daishzen
Two things FIRST well, i continued playing my game, and noticed sometime after I had acquired over 200 fleet points, the problem fixed itself, I think I was at 220-230 fleet points. I'm thinking that this might just be a problem with early game computations, or maybe it is a problem with the planets giving less output the further away they are from the home planet; i.e. when my planets are 3 jumps or so away from home, the reduction in fleet point production isn't enough to bring the
@Novalith: No you succeeded in being funny, I just forgot that sarcasm doesn't work real well in forum due to that whole lack of verbal communication in the forum thing
I am flustered by a rather annoying math error in the game. I currently have 158 fleet points with which to play, I have used up 156 of these points. I should be able to build another Arcova scout ship, however the game has decided that the 2 fleet points needed for an arcova do not fit into the two excess fleet points that i have available. Edit:This happens whenever the ship being built would precisely fill the maximum fleet units
great idea, that is pretty much what I was trying to describe, i just didn't know how to say it as well
What is actually happening is an advanced AI ploy. They want you send your fleet all over creation so that their secret ally can come bomb your homeworld... so yea, it's a "feature" Thanks just wanted to be clear on that.
Just wondering if the AI could be improved so that it doesn't ask me as an ally to go bomb an uninhabited planet or defend a planet that is not in fact under attack. Also can the notification for an enemy/ally scout vessel arriving at my planet be changed so that it doesn't make it sound like the planet is about to come under attack. I mean those Arcova's aren't exactly heavy hitters.
I was just noticing that after capturing a planet that players structures continue to take up logistics points from the planet, This is fine, but I would just like the logistics info (either from hovering over the logistics button or the planet) to tell me that x amount of logistics points is being used by another player's structures.
I haven't used the new mode but I personally would like to be able to manually manipulate the order in which planets/stars are shown in the display so that planets/stars/hotgroups I am interested in can be at the top while planets/stars/hotgoups that I am not interested in or can't do anything with can be at the bottom allowing me to have a command & control system that I can change based on the actions happening in the game. A good example of this is that in most of my games, my home world an
5. I'm wondering if part of the reason that the AI seems to be stacking huge bounties instead of building ships to kill you is that they are suffering from a shortage of crystals like I usually am. Money is always available in a way that crystals aren't. So it takes the only road available to it with the hyper amount of money it has and lack of crystals. I have no idea of the mechanics of game AI but I thought I would offer my thoughts. That is all. Thanks If
I don't know if I missed the thread or something, but could we get a thread in the forums or a text file with the update that tells us what exactly has been changed, that way we can see if the fix has actually fixed what it was supposed to and if things that we don't like are bugs or just aspects of the patch that we find disagreeable.
The problem I have with this is that the empire that controlled the planet can be completely dead, as in no planets, no ships, no anything, and yet the planet still turns to them and then does nothing. Yes I know that in reality culture can outlast the political extinction of an empire but this is a game and therefore some realities need to be unrealistic. The second annoying thing about culture with the new patch (at least I think its new with the patch) is that culture takes the same time to
Well, I like most of the suggestions that have been brought up in this thread, especially making the pirates think twice about attempting to collect on a bounty without actually affecting the bounty price. But I think that there are two main problems with the bounties. 1)Once the bounty is offered it is in play permanently. I think that a much better way to manage the bounties would be to have bounties be timed based on the amount that the bounty is for. 2) bounties should be offered on specif
Ok, first of all, some of this may have already been said, but I don't quite feel like looking through all the posts. Formations/Fleets: Formations are an excellent idea but they need something else. So far I have seen people discussing the ctrl+# groups as fleets, unfortunately this is not what they are, they are currently just selection groups that are useful for flipping between groups of ships. The only game that I have seen that did a great job of implementing fleets was co
Planets should be randomly spread across the stars, but people shouldn't be starting all in the same star, like just happened in my game.