MojoJojoUK

MojoJojoUK

Joined Member # 635359
3 Posts 1 Replies 137 Reputation

Sigh... I know this has already been reported, but what I was asking was why so many other fixes have been put in, while this one has been left. It's a serious fault, since it pretty much negates the point of trade goods and wonders, and it comes up in pretty much every game. I am NOT hasseling the devs to fix this. They have given wonderful support, and asking for much more now would be greedy. I just want to know if there is some problem with fixing this.

14 Replies 596 Views

bb413 - The resources give benefits civilisation wide, when you have a base on them. So they are definately worth getting. The other upgrades are sector based - so getting production bonuses and such are worthwhile if you have a enough planets/population in that sector.

6 Replies 364 Views

Sounds like someone was destabilizing you. High morale will let you tax higher (since low moral is what limits your tax rate). It also increases your population growth. I would say that destabilization does seem a bit too powerful. In larger games especially, it costs the destabilser far less than the destabilsed. At least, thats what it seems like.

1 Replies 144 Views

I'd like to say the team have been giving great support on the patches. Lots of initial problems have been fixed. However, I'd like to know what the status is on the the trade goods/wonders problem. At the moment, all the races can build them, as long as they start building them before anyone else finishes them. I would of thought this was a fairly major thing to fix, because they really should be cheaper if you don't know you are going to have a monopoly on them. In my last am

14 Replies 596 Views

I believe it means that you cannot see them once they have left your sensor range. Normally you can see any ships that have ever been in sensor range, while they are places you have previously explored.

12 Replies 772 Views

Minor races start with a big pile of cash and other stuff, to stop them being instantly assimilated. In my current game the Scotilingas had a fleet of 4 battle axes at the start. I only had corvettes, so I didn't want to take them on, but helpfully they moved them about 5 squares away from their homeworld, leaving only colony ships in defense. Easy pickings. Didn't even respond when I moved a fleet of corvettes and transports right next to their planet. I'm beginning to think something

4 Replies 431 Views

You can make the map show ships, and then starbases show up. Don't know how well this works on large galaxies. Also, resources disappear off the map when other people take them, and I think this happens even if it's not currently in sensor range, which seems a bit strange. I'll check this in my next game.

56 Replies 5,330 Views

Is it possible? At the moment, all the mods seem to involve changing the normal game files. Is there a way to get the game to use an entirely different set directories to load all the game from, like Quake or Half-life? I'm not planning on doing a total mod (too much like work), but I would like to be able to keep a "clean" copy of the game, and only add mods to a different version that I could play if I wanted to.

1 Replies 311 Views

1) No. But if you can develop a big trade network, you can probably win anyway you choose. 2) I've fallen foul of this. I guess you need a very large economy, and/or don't have all your trade with one civilisation, but several. You will really need to maximise the value of your trade routes so that they are valuable to your competitors.

10 Replies 646 Views

Perhaps its better to think of PQ as a purely an economic quality. While future tech might make it possible to live on a fiery inferno, what would be the point when you have to encase all your people in flame proof domes. You might as well just build a starbase, where you only have the familiar worries of vacuum and radiation to deal with. If you think of PQ as an economic measure, the only thing to change would be the pictures... here's me hoping for some pics of planets made out of so

30 Replies 1,181 Views

I would like to see more made of the influence points. Currently, they are not worth much since you never know what the GP council is going to vote on. If you could tell what they were going to vote on, you could end up trying to wheel and deal enough influence points to try and win the vote. Or if you don't care much about the outcome of the vote, you could gouge any race who needed a particular result badly. I imagine this would require a fair bit of coding to work well, however.

689 Replies 38,314 Views

When stacking transports, does making them a fleet make a difference. I ask, because if you fleet constructors, and build a starbase, the first builds a starbase and the others upgrade the starbase. But if you just stack them, and tell each to build a starbase, you end up with two starbases in the same square, which seemsa little odd. Back to the original topic... Quite a lot seem to effect ground combat... morale seems to be in there, as well as overall tech level. I wouldn't be su

31 Replies 1,695 Views

I know this isn't really what you're looking for here, but I'd really like to see these forums spruced up a bit. Have some seperate boards, like one for suggestions, and one for bug reports, one for discussing the game, one for writing your own events etc... I know this is a lot of work and server power, but it would help a community develop, and online communities are great for advertising things :D At the moment, half the threads seem to have over 50 replies, and thats a lot to read thro

689 Replies 38,314 Views