Does today's patch do anything for the desync? As is, its not playable online. It seems every game desyncs. And I'm not willing to play five games just to discover each desynced 30 min in. If it was only every other game, it would at least give the ability. But it appears to be much higher then that and hoping to get one that works on the fifth attempt isn't worth it.
MorbiusStorm
Any update on this? Stardock still hasn't responded to me. I've now submitted a ticket on their website since they don't seem to ever respond to my emails. Yeah, I know, check the spam filters. But unless they are listed on spamhaus, that is not it. I've also whitellisted *@stardock.com and given them my gmail address. They just will not respond to me via email and its been that way for years, regardless of what host I use or what spam filters are in effect, even when
Nobody responds to me from [email protected] Sent more then 48 hours ago.
In fact, this could add a whole new tech tree. Pets. Taming / Capturing skills. Mount training (standard or war mounts... one for movement speed, the other adds attack strength). Breeding (small, medium, large size variants). Only large critters can be used as mounts. But some things are large to begin with, like a horse or dragon. Patrol/watch dog (extra sight range for wolves). Poison (spiders) Plague (rats). If they go back to
Well, I think this is new, at least. Alright, we have various creatures in the game (or coming soon), like spiders, wolves, horses, etc. In some games I've managed to capture a couple of wolves as units. So, thinking about horses and a good way to add them, as well as to customize each town, or each race, etc, I came to an idea. How about adding various types of stables/breeding farms. But we aren't done there. First, you build a stable (horses), dog house, spider nest, troll
Yep, stock game. First game after install. This game did a CTD once. Reloaded and it didn't come back. But then later, in the shipyard, I was going to make some upgrades to core ships and had this problem. BTW, it never did CTD's in the past. I've been very stable and never had issues like that before. I wonder if its somehow a bad install.
Is this a known bug or what? Not quite half the compoents are 21.47+ million in size. Latest version of TA. Did a search and couldn't find anything about it. I have a screen shot. But when I closed the shipyard and went back, the error cleaned itself up. So it seems we have a hosed pointer or something.
Also, if I do a search for 'world of goo' I get 0 hits. Is the search function broken? Or is it bizarely case sensitive or something? I know the phrase exists on these forums because I'm looking at it in this thread. But the search function finds nothing.
Maybe someone forgot to update. As of this time, it still says 1.0 on a new/first install.
I guess you learn something new every day. I had no idea that there was a different max pop then what they can spawn on their own. I will definitely look further into this.
Some good tips there. I normally would have just decommissioned it with one person aboard. But wanted to see if it could be done differently. I didn't actually expect to find another method, as there hasn't really been other methods for a while now. But I hadn't actually thought of using it to ferry people from place to place. That could be useful in getting you to the max tax base quicker. I also never thought of trying to convert it to another ship. But I especially like the ferry ide
I've seen this with fleet creation rally points. The ship goes to the RP and the end turn button doesn't come back until you hit space to end that ships turn.
I just went and retested it. Maybe I read it wrong the first time. This time it asked about destroying the colony. So I accepted and it wasted it. I'll assume that's what happened the first time, too. Maybe this is useful if you think the planet is about to be lost and you wish to prevent the attacker from getting anything. But it seems a little unrealistic to me. This turned it to size zero and permanently made it useless. That seems a little harsh to me.
I managed to delete a planet, mid game. This was not expected. I had an extra colony ship, loaded with critters or people or pigmies or whatever. Nothing left to colonize so I was just going to decommission it on planet with less than full population. I took it to the desired planet, where I then was trying to figure out how to accomplish said goal. Most ships you can double click to get to the options for it (upgrade, decommission, etc). But since it was on a planet, this wasn't
Just like choosing ships in the shipyard, where you can choose all, core, or user ships, there needs to just be a simple set of tabs to help choose what to build on a planet. I don't remotely care what I trade for, it should never replace something I have researched. I should always have my hard earned research, in addition to any other choices from other sources. You could additionally color code the various types, or you could add a secondary sort by/choose type. So the first set of t
And yes, I still crash trading techs. So, as with the OP, I still have the problem. And it was a freshly started game.
At this point, the exact same thing with the 'restore archive' option. Infinite loop. And that archive was downloaded no less seven times, all with the same result. And yes, it was uninstalled first. So I click the install button. And it works fine. I'm guessing that tech trading will not be changed and will continue to crash regularly. I'll get back on that.
I have the same issue. I thought this version was supposed to fix crashes during tech trading. According to SDC, I have the latest versions. Yet, I crash regularly on trading techs. I can't tell if I just have a bogus version or if there is no fix regarding tech trading. I crash just as often as the first version released. One thing I've noticed, is that often I can change the results of certain techs causing a crash. For instance, if tech "A" caused it, and it was the first one I chose
I haven't played enough to verify how any of this works. But I would have to agree that a player should be able to build both, or either. I shouldn't be locked into one or the other.
[quote] Technically, carriers ARE support ships. I think he's right, blatant abuse of grammar aside (also.... gramical? )... you have to fleet the other ships with the carrier ("dock" them), but then they recieve the bonuses from being carried around this way (enhanced speed, damage, etc, depending on carrier setup). [/quote] I see the point, but I think I pr
Awesome. Everything I could want. Does it come with a pizza and port-a-potty command chair so I never have to get up again?
I only briefly checked this, but it appears to have fixed it. Thanks
[quote] God, Oblivion would so rock with multiplayer. No, it would not....[/quote] Lol. That was needed in this thread. I think you forgot the guy in the corner macroing though.
[quote] Looking into this. [/quote] Thank you so much. This was a game stopper for me, at least until I figured out how to get around it. I imagine others who don't read these forums might be at an impasse until it's remedied. I've detailed it as clearly as I could at this point. Hopefully this can be patched quickly. It appears to be a simple issue in the shipyard queue or linked list upon creation.
[quote]Man, the theories on this issue are wild![/quote] I believe that's because there is more then one bug listed here. For instance, the hyperdrive bug (which I haven't seen) seems to be something completely different. My games have had hyperdrive, but the bug I'm talking about has been present from start to finish anyway. As regards the bug, where 1) ships created in the shipyard disappear (after creation and then reopening the shipyard) and can no longer be marked obsolet