Search found 432 matches

by nweismuller
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?'
by nweismuller
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.
by nweismuller
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'.
by nweismuller
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.
by nweismuller
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.
by nweismuller
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 ...
by nweismuller
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 ...
by nweismuller
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 ...
by nweismuller
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 ...
by nweismuller
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 ...
by nweismuller
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 ...
by nweismuller
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.
by nweismuller
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 ...
by nweismuller
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! :)
by nweismuller
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?