Search found 512 matches
- Sat Nov 28, 2020 11:54 pm
- Forum: Wishlist
- Topic: Empire penalty
- Replies: 4
- Views: 3818
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 ...
- Fri Nov 27, 2020 4:06 pm
- Forum: Wishlist
- Topic: Empire penalty
- Replies: 4
- Views: 3818
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.
- Wed Nov 25, 2020 1:19 pm
- Forum: Wishlist
- Topic: Location of attacks
- Replies: 4
- Views: 4272
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.
- Sat Nov 21, 2020 2:06 pm
- Forum: Wishlist
- Topic: Create land tiles over sea
- Replies: 4
- Views: 3909
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 ...
- Sat Nov 14, 2020 10:49 am
- Forum: Single player
- Topic: Spaceship
- Replies: 7
- Views: 5364
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...
- Sun Nov 08, 2020 11:26 am
- Forum: Tech support
- Topic: fortress bug
- Replies: 3
- Views: 3434
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.
- Fri Nov 06, 2020 11:01 am
- Forum: Tech support
- Topic: Future Tech
- Replies: 2
- Views: 3192
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.
- Mon Nov 02, 2020 9:54 am
- Forum: Tech support
- Topic: Load units in ships
- Replies: 1
- Views: 2555
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 ...
- Sat Oct 31, 2020 11:04 am
- Forum: Wishlist
- Topic: A bit of playable realism: Season an climatic zone effects
- Replies: 2
- Views: 2396
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...
- Wed Jul 15, 2020 10:14 am
- Forum: Tech support
- Topic: non-native attack failed
- Replies: 6
- Views: 4681
Re: non-native attack failed
If I understand this correctly, that's precisely the case – an attack from a non-native tile against another non-native tile.Ignatus wrote:This is strange, control.c code calls request_transport() only if the destination move tile has unlivable terrain.