I always use the quick summary icons instead of GNN. Saves a lot of time that I'd otherwise spend reading through every item. But there should be a way to get back.
Seth Gaines
I suspect, but can't prove, that it's related to speed changes (ie. researching impulse drive). In the game I referred to above, my freighters became invisible after I researched warp. It may be just a coincidence, but...
The minor races are still terrible at using ships. In the game I just ended, Dark Yor was defended by one scout ship and 6 constructors. All of the minors in a previous game had stacked their planets full of non-combat ships. Are they somehow scripted to produce these units? If so, why can't they use then effectively? They're pretty good at grabbing resources, but they almost never develop the starbases. I've never seen one build an economy starbase up.
I had the same problem, but with the human colony ships. I built maybe two or three, and then the new ones started coming out invisible. My constructors are okay so far, as is the second space miner I built.
Why is the color selection for the asteroids reversed from all the other selections? I would assume more asteroids would get a green surround, as opposed to red. The accompanying text to the first colony movie for the Arceans has an "it's" where there sould be an "its".
In a related issue to the repaired bug with GNN, if you usethe colony list to find a planet with an inactive starbase, clicking the build ship button sends you back to the colony list. You have to find it on the map to access the shipyard.
On the most recent build, I noticed that there were a lot of weird graphics artifacts, like squares around ships, bizarre explosions that are basically colored static, etc. I reverted to the older version to avoid this. I have noticed the AI missing anomalies as well. I'm not sure, but it seems like they may be popping into existence. I play most of the game with the map zoomed out, and every once in a while, an anomaly will appear where none were before.
I think the minor AIs are just using the influence base as a range extender for their ships. I've never seen them upgrade from the initial base. It still would make more sense to have them build military for that purpose.
Trust me, 26 negated markets did a number on my economy. I was just lucky that the huge economic boom event came up.
Playing on a gigantic map with lots of planets last night, I got the (mega?) event that places spies everywhere. I ended up with 26 spies spread around. One spy on almost every planet. Right now, I'm in the middle of one of those economic booms, but even with almost 1,000 BC going to espionage every turn I'm already hitting the 4-5 turn mark. And there are still 15 spies left! At this rate, I'll be killing them off until the end of time, and I'll never be able to use espionage myself.
I don't see any senseless rebellion symbols. All of the gray stuff is within a massive red influence blob, so of course all the asteroid mines are thinking of rebelling.
I was actually just about to write a new post on this problem. The AI loves its starports. When people surrender to me, it is often the only completed structure on the planet, and they will build them on PQ 2 and 3 worlds, where they are utterly useless. I have also noticed that the AI does a very poor job of prioritizing its builds. It will build factories last, when they don't help. It also misuses bonus tiles to a certain extent. I'm not sure how interrelated this all is. I was pl
In response to number 3, I thought the Altarians surrendering to the Korath was just nuts. In fact, a lot of people ended up surrendering to incompatible alignments. Yes, I did have the Drath, who got everyone to declare war on everyone else, and then surrendered to the Korath. I quit at that point because the few races that were friendly to me surrendered to the 4 races that were at war with me. I agree with several people who have pointed out that 0 military is no reason to
Playing as I always do, with difficulty at tough, and AI to match: In this latest build, everyone surrenders at the drop of a hat. 6 races will declare war on the Yor, and the next turn, 4 of them surrender to others. The Altarians surrender to the Korath. Ridiculousness abounds! Can we please toughen up the AI so that they maybe at least have to lose a planet or two? I don't even think most of these races lost any ships.
I have the original game doing that to me. I'm sure I never put it there, but thanks for telling us how to fix it.
I'm not allied with anyone. I'm not sure anyone has even researched alliances. It's pretty early. I can't even see the Drath! The Korath declared war on the Drath in the same turn that they were paid to declare war on me. Crazy. Luckily, no one has very many ships, so I'm just ignoring them all for now.
I think that must have been it. I've just never noticed the minors getting into the act before. Usually they hang around doing nothing until mid-game, when everyone beats them up and takes their planets.
The problem I've had is that when I upgrade my flagship, it stays at 0 xp. I've done this twice since I started paying attention to it. Once again, why not just have it be immediate?
The Captain's Log anomaly does absolutely nothing, in either game. I think the problem is in the description, where it says that when you upgrade the ship, it will gain experience. Why not just have it gain a level instantly? It can't hurt, since the flagship has no weaponry, and even on a gigantic map all the anomalies are long gone before any other ships can survey.
I noticed on the latest build that minors now declare war a LOT. And on everyone. Is this because their AI has changed? I also noticed a lot of major powers going to war with me because they were paid to do so. Is this related?
Here's another thing that I just noticed. The little range limit on the zoomed-out map is all screwed up. Although I can send ships more than halfway across the gigantic map, the grey line for range only goes about two sectors from my planets.
Aha. That is actually a lot more balanced. Here is another serious issue that came up after I posted. The Korx declared war on me, and three of their heavy fighters attacked one of my maxed-out starbases. They plinked away at it, the starbase fired back and did 34 points of damage, without destroying the fighter. The same fighter took 30 points and then 59 points the turn after. They killed two starbases, and the ship defending the planet, with no loss.
First off, the Dread Lords still show up as an opponent. I had disabled them on a previous game, but I guess it doesn't stick. Second, the second medium ship hull from the top is screwed up. Try to put things on the little nose wings, and they show up on the back. If you had something on that spot before, it is replaced. Third, when I chose neutral, the red tiles on my planets did not become available. However, a class 12 world showed up as class 20 in the colony view, even
I got the plague once early in a game, and it basically ended the game. My economy collapsed, I couldn't research the cure, and when I pumped my taxes to 100% to get even minimal research progress, half my empire revolted. Bleh. I had very slow research on. One other thing: The plague event came with its own little movie of a small ship flying over an ocean. It was nice, but had nothing to do with a plague.
It seems to come and go. The first two games I played, I saw NONE. Then my next game had bonuses everywhere. I even found a 7x industry, 7x research, 1x and 3x food, 1x morale world. Unfortunately, had to quit that game due to the bug that meks the Dread Lords show up as a starting race.