Search found 432 matches
- Tue Jan 31, 2017 9:10 am
- Forum: Testing
- Topic: Please Report Missing and/or Placeholder Text
- Replies: 129
- Views: 554480
Re: Please Report Missing and/or Placeholder Text
When you get the option to convene the Council, the bottom pane of the screen is labelled 'Galactic Council Option!' and reads 'More text goes here?'
- Tue Jan 31, 2017 1:20 am
- Forum: Testing
- Topic: Please Report Missing and/or Placeholder Text
- Replies: 129
- Views: 554480
Re: Please Report Missing and/or Placeholder Text
On clicking on the money icon for Tendao, I get a report on local finances with a link to Opil as a special resource. Clicking on this link gets <missing INFO[Opil]> as a message.
- Sun Jan 29, 2017 8:23 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3999515
Re: Report - Current Bugs and Issues
Neither initial pirate tutorials nor the event for bonus science when first taking out Star Harpies are currently firing. Game with issue uploaded, 'game_2636'.
- Fri Jan 27, 2017 4:32 am
- Forum: Testing
- Topic: Perhaps not strictly a bug, per se...
- Replies: 2
- Views: 8049
Re: Perhaps not strictly a bug, per se...
It might be viable to at least force Tyl not to spawn within the immediate circumference of any home system. That wouldn't disadvantage any faction in particular and would feel less weird. If you'd rather not change it, obviously, it seems fair enough.
- Fri Jan 27, 2017 3:26 am
- Forum: Testing
- Topic: Human and Ashdar Imperial AI Personalities
- Replies: 2
- Views: 9327
Human and Ashdar Imperial AI Personalities
Do 'Survivalist' and 'Imperialist' have any AI effects? I've figured out differences that other AI traits have with diplomatic issues, but I am uncertain if these two traits actually mean anything.
- Fri Jan 27, 2017 3:24 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3512289
Re: Suggest - Features and Improvements
Current AI player decision-making does not appear to actively manage morale and increase of trade capacity, resulting in heavy protestor populations wherever they have non-native populations present. I suggest that there should be some weight put into AI in establishing at least one market per ...
- Fri Jan 27, 2017 12:58 am
- Forum: Testing
- Topic: Perhaps not strictly a bug, per se...
- Replies: 2
- Views: 8049
Perhaps not strictly a bug, per se...
... but I have to say it's really weird when Tyl, which is called out as an old Human colony system, is a system I just found one short jump from Gienah, the center of a vast empire contemporaneous with the old Human colonisation. Not sure if this actually needs changing, but I'll admit it sort of ...
- Thu Jan 26, 2017 6:48 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3999515
Re: Report - Current Bugs and Issues
Unknown if intended: gaining free technologies from derelict colonies is not currently bound by researched prerequisites. I have not infrequently gained Heavy Hulls before Small Craft or Railguns before Heavy Drivers this way. (Given the reasons why Small Craft is needed for Orbital Construction and ...
- Mon Jan 23, 2017 11:44 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3512289
Re: Suggest - Features and Improvements
I don't seem to find any tech to upgrade mines. All other "resource buildings" (farms, labs, factories and markets) can be upgraded, but not the mines? Is this a balancing issue? If not, I would very much like to see a tech tree branch to upgrade mines, too.
There's one technology to upgrade ...
There's one technology to upgrade ...
- Mon Jan 23, 2017 7:30 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3512289
Re: Suggest - Features and Improvements
Current AI player decision-making does not appear to actively manage morale and increase of trade capacity, resulting in heavy protestor populations wherever they have non-native populations present. I suggest that there should be some weight put into AI in establishing at least one market per ...
- Mon Jan 23, 2017 5:43 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3512289
Re: Suggest - Features and Improvements
Once Marauder tribute arrangements are fixed so that they actually impact their finances (or at least report this impact accurately), I suggest that you write up events where Marauders can periodically demand additional tribute for their continued forbearance. The fact that all you need to do to not ...
- Sun Jan 22, 2017 8:38 am
- Forum: General Forum
- Topic: Random Faction behavior in setup
- Replies: 1
- Views: 4915
Random Faction behavior in setup
When you set AI players to spawn as random factions, does the game avoid doubling up on the same faction if possible? I haven't bothered to check this, and I'd prefer not to end up in a galaxy with, say, two Gremak Empires.
- Fri Jan 20, 2017 9:17 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3999515
Re: Report - Current Bugs and Issues
When you pay tribute to or are paid tribute by a Marauder group, the tribute amount doesn't appear on your finances breakdown, although you appear to have the annual amount immediately added to or deducted from your treasury when you first agree to the tributary arrangement. I haven't bothered to ...
- Fri Jan 20, 2017 9:04 pm
- Forum: General Forum
- Topic: Dating question
- Replies: 4
- Views: 8882
Re: Dating question
OK, thanks for the information! 

- Fri Jan 20, 2017 8:31 pm
- Forum: General Forum
- Topic: Dating question
- Replies: 4
- Views: 8882
Dating question
The manual says it's been three thousand years since the end of the Great War; the in-game date starts at year 1100, which I had initially assumed was probably pegged to the Great War. Is there any idea what the in-game date is based on, or was it chosen arbitrarily?