Search found 512 matches

by Alien Valkyrie
Sat Nov 28, 2020 11:54 pm
Forum: Wishlist
Topic: Empire penalty
Replies: 4
Views: 3708

Re: Empire penalty

I think the empire size penalty is less about realism and more about balance – there's got to be some cost for having more cities. When you update building construction queue with a new building when a new tech is discovered (such as put factory in the queue of all cities when industrialization is ...
by Alien Valkyrie
Fri Nov 27, 2020 4:06 pm
Forum: Wishlist
Topic: Empire penalty
Replies: 4
Views: 3708

Re: Empire penalty

I think the empire size penalty is less about realism and more about balance – there's got to be some cost for having more cities.
by Alien Valkyrie
Wed Nov 25, 2020 1:19 pm
Forum: Wishlist
Topic: Location of attacks
Replies: 4
Views: 4104

Re: Location of attacks

If you double-click the message (or select it and click the "Goto Location" button), it should center the main view on the place where it happened.
by Alien Valkyrie
Sat Nov 21, 2020 2:06 pm
Forum: Wishlist
Topic: Create land tiles over sea
Replies: 4
Views: 3787

Re: Create land tiles over sea

In many of the supplied rulesets, Enginners (or a comparable advanced worker unit) can transform Ocean tiles into land (sometimes requiring other technologies, or requiring a certain amount of land alread present around the tile). You'll likely have to load the Engineers onto a transport ship to do ...
by Alien Valkyrie
Sat Nov 14, 2020 10:49 am
Forum: Single player
Topic: Spaceship
Replies: 7
Views: 5110

Re: Spaceship

You need one more component – each actual engine consists of two parts, the fuel tank and the engine itself, so components must always come in pairs to be useful. You also need two more modules (and structurals to connect them) – each population module requires a life support module and solar panels...
by Alien Valkyrie
Sun Nov 08, 2020 11:26 am
Forum: Tech support
Topic: fortress bug
Replies: 3
Views: 3380

Re: fortress bug

The point of a fortress is to boost the defensive capabilities of units inside it – you need to occupy it with troops. If you build a fortress, but then leave it unoccupied, enemies can easily capture it.
by Alien Valkyrie
Fri Nov 06, 2020 11:01 am
Forum: Tech support
Topic: Future Tech
Replies: 2
Views: 3104

Re: Future Tech

At the moment, nothing. They're just something to sink additional research into. Some rulesets might be able to do something with them (e.g. grant bonuses based on how many you have) in the future.
by Alien Valkyrie
Mon Nov 02, 2020 9:54 am
Forum: Tech support
Topic: Load units in ships
Replies: 1
Views: 2488

Re: Load units in ships

Frigates and Ironclads should be upgrading to Destroyers – the Galleon is the one that's upgraded to a Transport, and they should very much be able to transport units. The exact specifics depend on which ruleset you're using, but you can generally check the in-game help browser for information like ...
by Alien Valkyrie
Sat Oct 31, 2020 11:04 am
Forum: Wishlist
Topic: A bit of playable realism: Season an climatic zone effects
Replies: 2
Views: 2344

Re: A bit of playable realism: Season an climatic zone effects

I've been thinking about the seasons and map temperature thing for a while now – if we make seasonal effects, it would also be neat to be able to have two hemispheres. An idea I had for this was a "MinLatitude" requirement type, with each tile being assigned an integer latitude – maybe fro...
by Alien Valkyrie
Wed Jul 15, 2020 10:14 am
Forum: Tech support
Topic: non-native attack failed
Replies: 6
Views: 4599

Re: non-native attack failed

Ignatus wrote:This is strange, control.c code calls request_transport() only if the destination move tile has unlivable terrain.
If I understand this correctly, that's precisely the case – an attack from a non-native tile against another non-native tile.