Maybe codes get blacklisted. [email protected] should be able to help.
Jason Bos
Here is my list of changes that would "fix" colony rushing. Of course all comments are welcome, and I hope that Stardock is reading =]: 1) Fix population growth. Deciding to ship off a billion colonists should be quite painful to the supplying colony. 2) Fix population growth. Here's another reason. There should be some benefit to the long-term development of the new colony, providing a compelling case to choose 500 million or a billion colonists vs the current standard of
Bug: 1) Create ship type "Falcon 1". 2) Upgrade ship, save new ship as "Falcon 2". 3) Obsolete "Falcon 2" 4) Say out-loud "Oops, I meant to obsolete 'Falcon 1' ". 5) Upgrade "Falcon 1" again and save as "Falcon 2". 6) CTD It's not necessary to add any equipment to the hull to reproduce this, a single micro hull is fine. Bug: 1) Create ship type "Falcon". 2) Upgrade ship, s
I get an extra small and tiny hull after researching "advanced hulls". They're the same as the regular hulls except for appearance. Is that it, or was that there before the pack?
Or just add some kind of stacking penalty for sensors. First two sensors count fully, then the next 2 count for 50%, then the next three for 33%, and so on. Round fractions down. So, to get the equivalent of 4 sensors, you would have to fit 7. Or, if that's too extreme, then fiddle with the numbers to find something that works for gameplay. After all, in the real world, putting three radars with a range of 50 miles on a ship gives you a tota