sven wrote:A hotfix for this one just went out to Steam+GoG galaxy. r21183. (You may need to restart steam to get the update). Please let me know if it fixes the issue for you.
This might be intentional, but shouldn't Ion cannons receive the RF modification as energy weapons?
Thought this would make sense to make them a better choice for damage output when compared with Railgun, but withouth RF mod, the heavy Ion Cannon provides less damage output as well as shorter range
zolobolo wrote:Space Habitat does not increase the maximum population for the planet and pop cannot be embarked on the station
An initial version of the space habitat mechanics should now be live on the Steam development branch. (Just finished coding that up a few minutes ago ).
Apologies for only playing the latest non-development release, 21183, so maybe this has been reported and/or fixed already:
Queue up production on a planet. Save the game. Exit the program. Start the game, load the game, go the planet. No queue is shown. Try to queue up an item, the queue was clearly saved, because it shows up before your new item, but it was invisible.
zolobolo wrote:Space Habitat does not increase the maximum population for the planet and pop cannot be embarked on the station
An initial version of the space habitat mechanics should now be live on the Steam development branch. (Just finished coding that up a few minutes ago ).
Works like a charm.
I see you took the bumpy road with this one: embarking pop on the base instead of increasing the palent pop capacity. I guess it seems more easy to do it like this as you do not have to account for the habitat modifiers, but did you consider how this will play into moral related events (rebellions, sabotage), femine and invasions?
Even if you handle these pop the same way that embarked troops and colonists are handled (seperately from planet surface related events, there are still soem questions left that need to be attended for like: what happens with them after colony rebells or switsches ownership?
bjg wrote:game_4561 A research from the queue ("Deflector Shields" in this case) was discovered from a derelict. The queue stopped after reaching it (asking to choose a research) instead of skipping over and continuing. BTW, some sort of "remove from the queue" functionality would be very useful.
game_4602, version 21377 Confirming this is still happening - note in my save I still have things queued but it thinks the queue is empty from discovering a tech in the queue a few turns back
Minor issue in latest official release (one with marauder dialog fix), Tarib Dissidents and Tarib Colonists have the same population icon (colonist) when the dissidents outnumber the colonists.
Minor feedback - and it may be WAI, but thought I'd share. The morale penalty for using Harmonize pretty much takes the fun out of it. What happened: - I harmonized some human dissenters (at war with Humanity) - All the humans + any other races in my empire started rebelling because "I turned alien races to mindless machines" with *huge* morale penalties: -126 morale. Including minor species. And I have already researched most of sociology except race mind. But that's only a +40 morale multiplier. And all other race civilizations now are furious, even those I haven't harmonized.
So, if you have multiples races, you really only have 3 options: 1) never use harmonize - neg penalties are too much 2) use it on all races you can in 1 turn and be prepared for everyone to declare war on you 3) build a *ton* of tanks on all planets with other species and let them rebel and prepare for war with the other races who you may have previously been friendly
Weird bug. v21398 Queuing Force Beams *automatically* queues Hadron Cohesion...to be researched after Force Beams. To reproduce, open up tech, queue any tech, then queue force beams and *voila* Hardon Cohesion gets queued to research after Force Beams. Game_4614
Noticing a whole fleet of mobile bases traveling between tinker worlds. Game_4615, look at the fleet approaching Mathyas (Dev Omni on to see the world)
Also looks like they are "bouncing" colony ships off a unowned system, akham, which is guarded by a minor pirate fleet.
This is likely an oversight, but when Marauders are hitting the AI players, it triggers the "Human Pirates attacked us" relations penalty. Which isn't a huge deal to overcome - even as the Human player - but am thinking there should be something to differentiate between Human Pirates and Gremak Marauders.