King Flevance
Deity
I have only made a few but all of my probes have been DOA now that you mention it. Cross the borders and die. I haven't investigated into it though. Just said a cuss word and went on each time.
Another bug no one has noticed yet is the AI won't build any negative planet-improvement anymore. Fixed in the meantime.
The offer council seat thingie had a bug. I have prepared a patch, but I again can't access the FTP...
This is currently kind of disabled by taking a millions turns on purpose - it is open whether this feature is kept in future.
I linked in another thread to the patch which brought faction-specific abilities - the Hive should be thought of having subterrain bases, so rocky terrain above is touched.
I think it is a fine unique ability, also I don't understand your connecting to the Power civic - beside I sea no flavor connecting, Power is already strong enough as it is, IMO.
I share that experience. I wonder if any one has ever reached that?
Unless you do some very easy XML modding (Maniac explained which tag has to be changed in post #243 of this thread) yourself, not yet. Be warned though, there might be still issues left to be cleared - otherwise I'm sure Maniac would have already enabled them by default.
Well, how is the option supposed to work? is there supposed to be a button or something?
Well I don't quite think of the Hive in this mod as being as much of an underground faction in this mod as in original AC.
To me it seems like they are just, in general, crazily focused on base defense...
and to me, the Power civic example has to do with the idea of a doctrine that focuses on military utility -- the main bonus of rocky base tiles being the +50% base defense -- something which Hive, through whatever social and military expertise, managed to do that other factions didn't. To me, that seems to be what Power is about...
There's a bug with fungus spreading under a bunker (which does happen) and formers cannot chop it unless you delete your bunker. (BTW, fungus should not be allowed to grow under bunkers)
You should be seeing a reduction in negative Planet for the AIs even after the bug is fixed.
When you hit return, the bunker that is SE of Planetary Archives will have fungus spread to it, and if you WB a former to try to clear it, the option isn't there. (I was trying to build a colony to clear the remaining sea tiles of fungus but that bunker-fungus tile was nidus for subsequent regrowth all around the area)![]()
I tried a game under 13c) with AS (Expansion Era, 11 players from the beginning on) and this wasn't the case - except "evergreen" Deidre and me, none of the other 9 factions has a positive PA
I also noticed a graphical issue with Marine Labs on certain sea ressources - they are seemingly invisible on Planet Pearls and Fungizides (first thought of a problem with Roze, but their is no problem on Brilliance):
Is there a connection to whether the plots are worked or not?
Well of course it was patch b (since c just came out yesterday)!That game crashes when I try to load it. Was that game started under patch b or c? If it is, perhaps you're having the same problem as RocknD (whatever that problem might be).