I don't get the error on my version, but I can see the problem: the starbase was actually captured in a previous battle by the Ashdar Colonials, and so when the Yoral attacks the Phidi colony, the starbase and the colony world are firing on each other. This is a known issue, and there is a fix in t...
Allow colonization of the tiny planets with 1 population and having one build spot. It then will not matter as much that the AI doesn't know how to use outposts. It doesn't make sense we can't colonize the tiny planets anyway. If my guys can live on a gas planet... This was the case a couple of bui...
Below is a situation where the AI did not have a consolable system directly available to it Notice that I have built outposts in such systems But also notice that there is a system: Alkaid , that should have been within default traveling distance for a colony ship. Maybe it had pirates of Harpies th...
Hi there, Anyone has an idea where we can modify the income of diplomacy treaties? The idea is to implement a negative income for alliance so that the player cannot simply snowball buy all the races into an alliance Second step is to make the AI automatically close alliance with other empires if nec...
Interesting theory The AI does seems to be buildinga lot of starbases as soon as mid-game hits There has been an update a coupld of moths ago which has caused them building more starbases - as previously there seems to have been an issue with their priorisation. Maybe if the priority of building sta...
Would it be possible to have the AI close Alliance with other AI empires via the below method?: Every 10 Turns evaluate for each AI controlled empire: If AI empire has: - Minimum of +60 relationship with any of the other empires (human can be included as well if cannot be excluded) - Necessary amoun...
This is a bit of a non-sequitur, and my apologies, but a possible work-around is to allow a structure-slot "Repair Facility" be created for ships. To be more realistic, a mobile repair ship can only fix one ship per turn, but it may be easier to just have it work like a normal constructio...
Uploaded Game_5592 Issue: Quick win and takeover at Fomalhaut Two Orthin exploration ships, one with dual non modded lasers and the other with 2 nuclear missiles, took out 3 space harpies -and- colonized two planets in the same turn. Am I missing something? You should be able to replay the battle f...
I might have already mentioned this before but why does the production value decrease to 0 when converting to a project? The value is useful to determine what to do with the planet and is also still considered correctly in the prosecution list, so it is obviously still there and not messing with oth...
There doesn't seem to be any range issue - the AI has a colony nearby
Also noticeable is that the AI fleet only gradually moves out of the system. If there were a bug wiith range, the whole fleet would have departed in a single turn
Can we have a breakdown of population amount/percentage per race in the diplomacy screen? It wouldn't need its own window, just smack in in the empire relationship breakdown as a new paragraph, and in the information pane when the player clicks on their own empire It would obviously be nice to look ...
I have attached the save of the turn when there are still two Teros Cruisers in the Deneb system, the third one has already withdrawn. I am still no match for this force, but the Teros don't actually do anything. Even if I send my Light Cruiser away, they withdraw a second Cruiser that turn, and th...
So I was thinking how it would be best to implement the feature: "Researchable Artifacts" As I do not know if specifics but I do find the Tech buyout via the Herald to be more-or-less unneeded I propose the following: 1. Researchable Artifacts are objects unknown to the mayor races that ca...