I have finally solved this for my system... installing the DirectX March redistributables seems to have done the trick... go here: http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
Genuye
(note -- I was playing the Vasari character, should be slot 1)
Correct -- this behavior happened over the course of an hour or so. The original occupants of the planet were at peace with the other human, then I took the planet. Shortly thereafter, a barrage of cannon fire destroyed the colony. (again, I have a peace treaty with the human player by this point). Then, when the bombardment radiation faded, I recolonized, and shortly thereafter, another barrage of cannon fire wiped the colonies out. The concept I have is that the autocast logic is g
Looking back, regarding the inter-stellar capability, the descriptions are not clear either way, though I had always interpreted them as intra-stellar. "Kostura Cannon" "A powerful weapon capable of launching a massive energy shockwave at nearby planets." "Deliverance Engine" "A potent device capable of projecting the Unity's presence to distant worlds, resulting in a sharp increase in your empire's culture there." "Novalith Cannon" "A weapon of immense pow
I have two issues with the Novalith Cannons (and all superweapons, really) that are making the game unplayable for me: 1. (bug??) In a multiplayer game (2 human players, 8 AI) where I had a peace treaty with the other player, that player's novalith cannons (set to autocast) would bombard any planet I defeated and colonized, seemingly the instant I colonized it. The player was also at peace with the AI I was bombing, though I don't think it is relevant as on subsequent re-colonizations (af