Ok i guess i will get the ball rolling
1 bug and 1 annoyance so far >
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(image removed as issue rectified)
Cant Remove
Thanks for the update
ok. thanks..that makes sense..I could have sworn that I was able to load 500 at atime on my yor colonie ships in DA though...
is the overloaded default designs normal? (other then the extra that looks like a colony module ) all the ships I have so far are(scout, defender, pheonix, nd star fury.....etc) overloaded...(more stuff than space) I am gonna start another game as another race and see if its the same....
there is/was a bug that the AI Ship Designer was overloading the components. I thought they had fixed it, but maybe not. They do know about it though.
yea its still there..it looks like the only thing taking up space is the disruptor . sensor and support module are free......currently I am just obsoleting them and only using my own designs(does this give me much of disadvantage? currently it just makes there rnge less or they are nblind.....).....also.....I hve a pheonix class that has a more advanced beam weapon but it doesn't add to the attack value(maybe because I don't have that tech yet?)
last thing..it might be because of my o/s(vista) but I hve a flicker generally all the time..Its most prominent when in the shipyard screen but also happens regularly on the maingame screen...its just a mild annoyance really and it may be my drivers(latest though) but the previose games(DL, and DA) worked fine...
As near as I can tell, the priority list for starbases doesn't take account of the fact that in order to install some starbase defences, an offensive module has to be installed first. Basically, putting starbase defence above something else doesn't make a bit of difference unless Battle Stations are installed.
Also, now that I think on it, the AI civs are far too willing to trade away the last and bestest techs, in the weapons and defences trees. They won't let Photon Torpedo tech go for any price, but they'll hand over Nightmare Torpedo tech for much less valuable techs? Unless their secret plan is for me to go bankrupt making ships decked out with those beauties.
Two things I've noticed
1st. when you go into ship builder before the game and then go into the game, the shipyard reflects all ships, game has an error and crashes.
2nd, I had a disease outbreak. My research screen did not reflect this in it. I looked the first two turns and couldn't find it for me to research. I then found it by randomly looking through my tech tree. It did not post this on the left side of the screen as a viable tech to research. See picture.
I've noticed several bugs, but I didn't read all 7 pages..so sorry if some are repeated.
1) The game app crashes if I open the Galaxy Map.
2) While playing as the Terran Alliance, it will NOT let me change the Missile slider in the shipyard "focus" menu. I have Stinger III, and all the previous missile techs, and I can't change the slider at all.
3) This:
I need to check around, but Loupdinour encountered this about a week ago; but the Metaverse is not recognizing Ascension Victories. It lists them, but the Win is NOT counted amongst the win total, NOR is the score added in either. This seems to be a rather major issue IMO.
Aye, my character Siam has 5 GP, 4W and when looking at the 5 games submitted, all 5 have "Victory".
Hi i am new here, i notted a bug on the campaing.
when i was waiting for the download i played the first mission of the first campaing on chalanger, and it was pretty good. i lost it 2 times before goint into the scond
But now (TA 1.99 beta) the dreggin simply dont colonize planets, i won the firts on pretty easy without then colonizing the planets in the center of the map (that they always colonized before), and in the second i got all the planets without even rushing a colony ship, they simple let their colony ships suck in the capitol.
I hope it gets fixed as playing this way is no fun.. i have just wait to win, as they dont evolute, dont colonize, etc
@Galahadba: yeah, we've noticed this before; we've been told that its something that at least some of the Devs are aware of and thought they may know whats wrong. There should be another Beta out here soon. Developer CariElf believed it was partly a faulty algorithm that had the AI overestimating the chances of losing a world to influence flipping.
If it still seems to be an issue in the next beta, a few of us "veterans" will make sure that they get poked a few more times on it.
Here is something that I'm not sure is a bug, with the new spy game, it doesn't seem to be working, I have spy stealing checked in the game screen, however, it doesn't steel any techs.
I have advanced knowledge of all 9 of the major races in the game, yet I haven't stole a singel tech. I have only been spying on the races not on individual planets.
What is the point of spying on the computer when I can't get anything out of it. Knowledge of the planets is minor and I can play the game without knowing fleet movements and what the specific planet consists of.
You need planetary spies to steal techs with the 2.0 beta/1.99rc system. All the civ-level spies do is increase your intelligence level-and all the planetary spies do is steal tech for you.
You may consider that knowledge minor, but to some of us it isn't.
Thanks
I'm not sure if this is a bug or not. The mouse no longer allows you to spin around the ship you are building. I can zoom in and out with the wheel and left and right by holding the left button down.
Can anyone help with this?
Not sure if this is a bug, I'd say it's more of an issue to be looked at. The AI seriously undervalues its newly-established colonies in diplomatic trades. Now on the one hand, having those worlds off its hands means that it is no longer having its income sucked dry by maintenance, but on the other hand in fifty turns or so those worlds could have been producing more income. In the colony rush stage, the last thing you want to do is hand over half your worlds to another empire, no matter how lucrative the deal is, because in the long run you lose out.