Long as you're in ironman, yesThis is probably a silly question, but can you still get achievements in this version if its an opt-in beta patch?
Long as you're in ironman, yesThis is probably a silly question, but can you still get achievements in this version if its an opt-in beta patch?
Interestingly enough I got the Planet of the Mechs achievement when I terraformed a world into a Machine World, but did not get the Does Not Compute achievement when I defeated the Contingency once and for all.Long as you're in ironman, yes
New colonised planets are still being added between already colonised on planner list >_<
Does the contingency build transports because I heard someone managed to beat it by destroying all it's transports. It's fleets were still dangarous but it didn't expand anymore. I haven't played stellaris in quite a while and I was wondering if this is true because I managed to beat the scourge in my first game in exactly the same way.
Does Terraforming fix some negative modifiers on planets? If so, does it get rid of the "Incomplete Terraform" planet modifier from the abandoned Terraforming Building?
It will be better if the sorting is returned as it was in 1.6.2I can confirm this. I am not sure how the game determines distance from your capitol, as the colony placement in the outliner seems to have no rhyme or reason to it, but new colonies I place that are clearly farther away from my capitol than others are placed higher up on the list, and yet other times they are not.
Certain modifiers are removed on terraforming and some are removed only on terraforming to machine world.Does Terraforming fix some negative modifiers on planets? If so, does it get rid of the "Incomplete Terraform" planet modifier from the abandoned Terraforming Building?
Still no notification when a curator enclave stops boosting your research capabilities.
Why don't AI fleets follow the players fleet anymore? I am fighting a war in heaven and my stack could probably defeat the other stack, but of course, the aI suicides its stacks into the other one one by one.
There is one issue that is driving me somewhat insane. I am playing Rogue Servitors, which makes it impossible to purge any BioTrophy Pop. Which is ok, but after conquering or integrating a planet the local BioTophy will immediatly start to procreate, blocking tiles. At least on Fastest Speed it is almost impossible to prevent this. I'd greatly appreciate to introduce a delay that allows to fill a planet with my Robots before the BioTropy starts to lay claim to tiles.
Wormhole stations can only transport one fleet at a time. Fleets in waiting have the full wind-up being displayed until they get their turn. I literally had fleets sitting around for more than a year because I had a bunch of single newly built ships waiting for transport in another system.2nd bug - i have a fleet stuck trying to move through wormhole. It shows 17 days until jump but does not count down. war was declared against an ally. so i attempt to mobilize my fleet, and my main fleet does not finish counting down to move through wormhole. notice the dates on both files (3 days have passed) and that the fleet entering wormhole days are stagnant
I care to disagree. Having planets in the same system not grouped together was the single most irritating thing. And in the long run I consider distance from capital a much more intuitive way opposed to having to remember in which order I colonized stuff.It will be better if the sorting is returned as it was in 1.6.2
because players always know which planet is where. and they were in order, but now the list is constantly changing