I do have a quick question, it seems some units can move outside of borders and others cannot. What is going on there?
See the post above #1754, it's not a bug.
I do have a quick question, it seems some units can move outside of borders and others cannot. What is going on there?
Hi Premier, the issue you have experienced is a deliberate one. There is now a movement restriction in place that prevents all but scouts, construction ships and colony ships from leaving the home solar system. This restriction is removed upon the completion of research on Space Exploration. To avoid problems with the tiles becoming in accessable after your borders expand try not to move your main military units outside of your claimed territory. You can beeline space exploration to get the movement restriction lifted but this would be done at the expense of other much needed techs.
Yep, I knew about this feature, I just found it odd that I couldn't move the ship even after the borders expanded (only to some of the newly claimed plots).
RE: Research times
I will point out that there is an actual effect (which could be considered a bug) that is not immediately apparent that is involved. Before you click the end turn button the first time the reported research times can appear be a lot longer than they actually will be. This is because the output of buildings are not actually added in to the total commerce calculations until you click the end-turn button the first time. This is due to the way the yield calculations are done in FFP in the DLL (which is also used by B5). The planet contributions are added in on the fly, so to speak, but the building contributions are only calculated in the "between turns" processing, so before the first time you end the turn the variable that holds the contributions from buildings is still at its initial value of 0 regardless of what those initial free buildings actually provide.
It also has an effect when loading a saved game: if you more any population to a different planet the recalculated yields will, again, get a 0 from buildings (before you do that it will be correct since the total yields for a city are evidently stored in the savegame). Your apparent research times will tend to increase some then.
This is not a purely visual effect in the reported numbers: you really do not get the yields from buildings the first turn. You can tell this by looking at how many research points you actual have in the first tech you picked to research after ending the first turn. It should be 1 more than the amount of research points the thing said you would get in the usual upper left location on the screen (it is 1 more because everybody always gets 1 free research point per turn, and it is not reported in the total shown on the screen), which was just the total from the population on planets. Likewise, if you load a saved game and then adjust your planet populations in a star system before running a turn, that star system will lose the yields from its buildings for the first turn.
It is possible that sometime something might be done about this, eventually. In essence, the DLL needs to add up the building contributions at game start and on a save being loaded, at some appropriate point in each of those two cases (after the data is actually available), just like it does during play.
RE: Research times
I will point out that there is an actual effect (which could be considered a bug) that is not immediately apparent that is involved. Before you click the end turn button the first time the reported research times can appear be a lot longer than they actually will be. This is because the output of buildings are not actually added in to the total commerce calculations until you click the end-turn button the first time. This is due to the way the yield calculations are done in FFP in the DLL (which is also used by B5). The planet contributions are added in on the fly, so to speak, but the building contributions are only calculated in the "between turns" processing, so before the first time you end the turn the variable that holds the contributions from buildings is still at its initial value of 0 regardless of what those initial free buildings actually provide.
It also has an effect when loading a saved game: if you more any population to a different planet the recalculated yields will, again, get a 0 from buildings (before you do that it will be correct since the total yields for a city are evidently stored in the savegame). Your apparent research times will tend to increase some then.
This is not a purely visual effect in the reported numbers: you really do not get the yields from buildings the first turn. You can tell this by looking at how many research points you actual have in the first tech you picked to research after ending the first turn. It should be 1 more than the amount of research points the thing said you would get in the usual upper left location on the screen (it is 1 more because everybody always gets 1 free research point per turn, and it is not reported in the total shown on the screen), which was just the total from the population on planets. Likewise, if you load a saved game and then adjust your planet populations in a star system before running a turn, that star system will lose the yields from its buildings for the first turn.
It is possible that sometime something might be done about this, eventually. In essence, the DLL needs to add up the building contributions at game start and on a save being loaded, at some appropriate point in each of those two cases (after the data is actually available), just like it does during play.
Sine it usually only happens on the first turn of the game, and it happens for everyone, it has never seemed worth the effort necessary to fix it.[RE: the "first turn" and "first turn after loading a save" yields from buildings issue] Thanks for the information God-Emperor, I look forward to the day this gets resolved but as it's not a game breaker I'm not going to start screaming it needs to be fixed.
On the other hand, I think it is a more serious problem for the multiplayer crowd for the forms of multiplayer that are sequential in some way. Especially for the play by mail people: For them, every turn is loaded from a save so they have the problem every turn, resulting in losses in yields any time they move population between planets during their turn. This makes fixing it for the "on loading a game" part more important than the "first turn" part.
I'd always believed it was just called Homeworld, I'll do a little research and see what I can find.But the thing I noticed is that the Narn homeworld is called "Homeworld", I thought that it was simply called "Narn"
Here are some thoughts I have had on this mod. I really hope they do not come accross as too negative, I have enjoyed this mod more than any I have played for a while though I cannot put my finger on why. It is harder to comment on the positives than the negatives.
1 - Why does the AI not build cities? I am currently playing on Emperor, and I stopped expanding when I got Space Exploration (only to give them a chance). It is now nearly turn 300 and they have not colonised another star system. A similar thing happened in my last game, but then I had colonised most of the map before I stoped playing.
2 - There is something odd going on with invisible output (hammers, food, commerce). In many cases this consitutes most of a cities output. I am sure it is related to being conected to the trade network, but more trade routes do not seem to increase it. It feels a little fustrating that the primary production of a city is not really under my control.
3 - Membari seem overpowered. Great start, with being able to build univisities, and the UB with double the science bonus is a game changer. Perhaps I am missing something.
4 - Bonus and detriment to ship building do not work (eg. the -50% with Pacifism is not applied).
5 - The sudden change from 0 barbs to lots at 150 turns is quite abrupt. The difference between getting a city out before them come and not is massive.
I am really enjoying the game, and I will carry on and hope to update my comments later. Congrats to the author(s).
Edit- That didn't take long it would appear that either can be used but for the sake of giving a little more flavour I'll rename the Narn starting planet to just 'Narn'
In my current game the Gaim declared war on me in the "early" game, and sent a decent battlegroup against my homeworld (Narn), their fleet was bigger than my homefleet.In the game I played as the Galm, even though I had all the proper techs researched, I was never able to build scouts or colony ships. I'm going to begin another game with this faction and make sure I didn't miss anything.
In my game the all the other factions have sucessfully expanded (some even up to 9 systems,... more than my 7, but a couple of assaults changed that[...]despite a couple of civs getting as far as Vortex generation none has researched Space exploration. This obviously prevents them expanding.[...]
Thanks, I've been in some kind of 3d-mind-blocking-status lately, but I'm happy to say that there is already a new ship being built.First of all, the ship models are really great and hopefully Premier Valle will deliver more of these good looking ships.
The premise behind this is to reflect actual facts, as you know the game starts in the early space-flight, although I agree that there is need to do more in the early turns, particularly, something that I feel could be added to the game is "really early starbases", even from before the initial (standard FF starbase), I mean something like the ISS (International Space Station), that could be upgraded to an standard starbase when the time comes.At the beginning, the game was somehow boring, as in the first rounds there is nothing much to do then go for the right path of tech research.
Yes, that bothers me as well. I agree that the "space exploration" tech should be moved down the tech tree.[...]why my colony ships are able to leave their homelands but my artemis and sagitarius class vessels can't do this anyhow.
[...]
So i would say switching this ability from "space exploration" to an earlier tech would be helpful
As you say, this is a matter of personal taste; I don't mind getting attacked by the barbarians, but what I found to be "boring" is that for much of the game only "raiders" (specifically their fighters) attacked me, I believe that removing some restrictions on other "barbarian" ships would be nice, i.e. I my game I haven't seen any "streib" or "gallery" ship attack me (only raiders and Drakh), also, the barbarians should represent a more "spicy" threat, the early raider wings are fine, but their carrier or all other barbarians should appear (IMHO) a little bit before the player acquires the capability to fight them on equal terms (so that at least for a moment, the barbarians will actually bother the player).IMHO there are way to much raiders on the map, getting attacked every turn multiple turns getting boring after a while. just my personal impression.
I agree.In my opinion the transport capacities are way to high.
Bad luck for my assault fleet, which included two fully loaded carriers with tier 3 fighters (Ta'lon), my fleet was intercepted by the Brakiri in open space, and although my capital ships were able to destroy the enemy fleet, my fighter wings were sent first to "soften" the targets but all of them (highly promoted) were damaged (just a few) or destroyed (most of my fighters) by enemy fighter wings, the Brakiri used them in their fleet, and also (before hostilities broke) I spotted an Avioki carrying three fighter wings just touring around.Most of the work was made by the fighters, obviously the AI didn't build any fighters and therefore get overwhelmed.
I've also identified this (same stats), but I disagree that "the Sag" should be denied jump capability and other upgrades, it is -after all- Earth's first heavy-hitter. Also take into consideration, that the Sagittarius belongs to the "destroyer" class, rather than the "frigate" class. True, the Olympus pretty much takes the role of the Sagittarius in the mid game, but denying the upgrade would make "the Sag" pretty much useless (mid game onwards).Sagittarius class and olympus class have the same stats[...]I would suggest to not give the sagitarrius the upgrade[...]So the olympus will simply be a replacement of the earlier sagitarrius vessels.
As far as I can remember there is an option (a check box) in the "custom game" screen where you can turn off GROPOS; but yes, that feature is still being worked on.I don't like the use of ground troops at all.
Trade and jump lanes are meant to be the "standard hyperspace routes", travel an commerce in B5 is possible thanks to the beacon network and standard hyperspace routes (other routes restricted to military use); parhaps changing the art of those lanes to something more "hyperspace-ish" would fit betterI don't like the use of the trade and jump lanes on the map.
I agree on this; although how for down the tech tree?, that is something that has to be considered. (pretty much anything involving the tech tree needs to be thoroughly consideredFurthermore i would suggest to make the vortex tech available much earlier, as this is the prerequisite for intergalactical trade and exploration in Bab5.
Indeed, and this is something that is meant to be this way (pretty much like oil in standard Civ), if you dont have it, you have to find it, even start a war over it.[...]the availability of Quantum 40 can be a game breaker[...]
How will the jump point work in enemy space? will it just replace the culture as long as the unit is there?
if it works this way, you will be able to take away enemy ressources by just opening a jump gate on these fields and getting your culture there? in my game the mimbari were able to restore control of an ressource by this tactics after they lost control over there nearby system.
i hope you understand my point..