icekiss wrote:
So, anyway to integrate images into the guide?
If you attach an image to a forum post, or pm an image to me, I can upload it to the wiki for you. Uploading is disabled for wiki non-administrators.
icekiss wrote:
Just finished a turn and build an imperial Palace on my homeworld.
I don't understand it's effect: First there is written "Planet on which it is built receive +5 to max construction" (should be "receives"), then under "Effects:" there is written "Source object only Max construction +2" (and not +5). But the tooltip for the cogwheel with the hammer (construction infrastructure) doesn't show any change at all. Shouldn't the "Max Meter" value have risen (to 12 or 15)?
This is a bug in the building definition. It's currently giving +2 to construction to itself, (the source object) and not the planet it's built on (which would be actually useful, and would appear in the construction meter for the planet that you're looking at). You can fix this by editing buildings.txt so that the imperial palace Scope condition is "Contains Source" instead of "Source".
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PS: The research is game-breakingly swift. Finishing my first turn I just researched 10(!) Technologies at 1RP/turn@1 turns. When a defense station takes 20PP/Turn@10 turns (and you actually only get 10PP/turn) that's just way to fast. Even if you don't want to balance techs just yet, can't you at least append a zero to their cost? Or even better, just price them according to the number of prerequisites they have?
I made most techs cost 1 PP and take 1 turn to make testing easier. If I've got a tech that's 3 levels in, I don't want to have to hit turn 10 times when I could hit turn 3 times to get it researched. There's no point in balancing anything now, so usability for testing takes priority.
icekiss wrote:
...the effect of two technologies (two times +5), which is countered by an unknown(!?) -10...

This is a more complicated bug. What's happening is that the server sends the clients that actual meter values during the previous production / research / growth phase. This takes into account every factor that affects these meters, even if the empire you're playing doesn't know about those factors. The player's client predicts meter values for next turn using everythin in the universe it knows about. The player might not know about some factor that affects a meter though, so any difference between what the player's client predicts and what the server reported for the previous turn is listed as "Unknown". There's a small bug with this though, when you build a new building or research a new tech: on the first turn, the meter value reported by the server from last turn won't take into account the effects of the new building or tech, leading to a one-turn "Unknown" factors that erroneously counteracts the effects of the new buildings or techs. Hit turn, and the "Unknown" should go away on the next turn.
shrinkshooter wrote:
I'm sorry no one has responded
It had only been a few hours... Don't expect everyone to be constantly refershing the forums 24 hours a day in case a question is asked... I or someone else will probably get to it within a day.
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...I do know that left-clicking on a resource for a planet makes it that planet's primary focus and right-clicking makes it a secondary focus.
That's sort of how things worked in previous versions, but for the last few versions, there have been two droplists used to select focus, both of which are manipulated with left clicks.
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MIGHT be that it's (research points + mineral points) / 2 = construction points.
Construction has nothing to do with research or minerals. Production points are a combination of minerals and industry.