Search found 53 matches
- Wed May 21, 2014 5:52 pm
- Forum: Pandora - First Contact
- Topic: Forbid y-axis wrap please
- Replies: 8
- Views: 3387
Re: Forbid y-axis wrap please
As long as it remains an option, I agree
- Thu May 15, 2014 2:01 am
- Forum: Pandora : Tech Support
- Topic: Screwed the pooch...
- Replies: 2
- Views: 1454
Re: Screwed the pooch...
Check if you have pandoraserver.exe in your directory. Be sure it's the .exe, because you should have two pandoraserver files, one the .exe, the other a debug file. In my case, pandoraserver.exe kept disappearing and the game wouldn't start. Tracked it down to norton anti-virus, which was calling pa...
- Fri Apr 11, 2014 4:56 pm
- Forum: Pandora - First Contact
- Topic: Improving Morale/Habitat?
- Replies: 3
- Views: 1833
Re: Improving Morale/Habitat?
If you have already researched all the habitat enhancements, which increase you maximum population, try using your former to build suburbs - each one gives you an extra population slot. How large are you populations at this point? A drastic "solution" is to click the "raze" butto...
- Thu Apr 10, 2014 6:16 pm
- Forum: Pandora - First Contact
- Topic: Improving Morale/Habitat?
- Replies: 3
- Views: 1833
Re: Improving Morale/Habitat?
The number of farmers and miners you can have is limited by the number of food and mineral icons you have in your surrounding territory. You can increase this by building forests, farms, and mines. In the middle and end games, you may be better off by cultivating fungus if you have the advancement &...
- Thu Apr 10, 2014 6:06 pm
- Forum: Pandora - First Contact
- Topic: New colonies
- Replies: 5
- Views: 1820
Re: New colonies
Move the colonizer to the desired location, either by normal movement or by dropping it with a drop pod. On the next available move, note in the options window lower left an icon which looks almost like a bar graph - this is the build-city icon. Click this, or just use the keyboard short-cut B, and ...
- Wed Apr 09, 2014 1:12 am
- Forum: Pandora : Tech Support
- Topic: Naval transport not being added
- Replies: 8
- Views: 3394
Re: Naval transport not being added
Not quite. After producing the advancement, you simply drive your ground unit - including captured aliens - into the water. The unit itself changes to a water transport. On the other side, it reconverts into the original unit. One of the major pitfalls is that you can have a unit of power 150, but w...
- Sun Apr 06, 2014 2:26 pm
- Forum: Pandora : Tech Support
- Topic: Naval transport not being added
- Replies: 8
- Views: 3394
Re: Naval transport not being added
As for all advancements, after you research it, you still have to have one of your cities produce it.
Then it becomes universally available to you.
Then it becomes universally available to you.
- Thu Apr 03, 2014 12:40 am
- Forum: Pandora : Public Beta
- Topic: terrain raising/lowering
- Replies: 6
- Views: 3123
Re: terrain raising/lowering
Way to go.
Request: allow the amphibious former to be used as a weapon by submerging someone else's coastal land.
even without drowning a city, it would drastically change resource collection.
Request: allow the amphibious former to be used as a weapon by submerging someone else's coastal land.
even without drowning a city, it would drastically change resource collection.
- Sun Mar 30, 2014 9:40 pm
- Forum: Pandora : Public Beta
- Topic: terrain raising/lowering
- Replies: 6
- Views: 3123
terrain raising/lowering
:( In this version, only seems to work locally - convert a plain into a mountain and vice versa. In SMAC, this affected surrounding tiles, so by raising a coastline tile, you could ultimately convert the adjacent sea tile to a land tile. Obviously, this would require keeping track of the depth of th...
- Thu Mar 06, 2014 1:02 pm
- Forum: Pandora : Tech Support
- Topic: color of caption in operations window
- Replies: 5
- Views: 2338
Re: color of caption in operations window
Thank you. That makes sense. OTOH, even if they are different color, they should be more visible.
- Thu Mar 06, 2014 12:37 am
- Forum: Pandora : Tech Support
- Topic: color of caption in operations window
- Replies: 5
- Views: 2338
Re: color of caption in operations window
Tested that; it's not the reason. See the attached [trimmed] screenshot.mrowka wrote:As for drop pods they are grey becouse you dont have any
Note that there are 2 drop pods available - if you can see it. Nevertheless, the line is grayed out.
- Tue Mar 04, 2014 12:21 am
- Forum: Pandora : Modders Corner
- Topic: Arming a Former
- Replies: 5
- Views: 2318
Re: Arming a Former
Just used workshop to create a trooper armed with a graviton laser; looks quite impressive
On the other hand, a trooper armed the heavy-turret flak cannon looks a little overdone but
extremely intimidating.
Have not used them in combat yet.
On the other hand, a trooper armed the heavy-turret flak cannon looks a little overdone but
extremely intimidating.
Have not used them in combat yet.
- Mon Mar 03, 2014 11:36 pm
- Forum: Pandora : Modders Corner
- Topic: Arming a Former
- Replies: 5
- Views: 2318
Re: Arming a Former
Thank you blackarchon. Although I might use something a little heavier.
And try to mount a graviton laser or anti-aircraft on my troopers.
And try to mount a graviton laser or anti-aircraft on my troopers.
- Mon Mar 03, 2014 11:26 pm
- Forum: Pandora : Tech Support
- Topic: apparent problem with drop pods
- Replies: 2
- Views: 1537
Re: apparent problem with drop pods
thank you for the suggestion. I'll pay attention to that.
- Mon Mar 03, 2014 7:18 pm
- Forum: Pandora : Modders Corner
- Topic: Arming a Former
- Replies: 5
- Views: 2318
Arming a Former
Have long discovered that formers can be given armor, but I wanted to mount a weapon on them also, for defense . The simplest solution would be to stack a trooper with the former, but the path-finding algorithms lead to the well-known problem of the stack occasionally separating into separate paths....
- Tue Feb 18, 2014 6:47 pm
- Forum: Pandora : Tech Support
- Topic: apparent problem with drop pods
- Replies: 2
- Views: 1537
apparent problem with drop pods
Twice in this game [1.2.0] out of many uses of drop pods I ran into the following problem: I would select a colonizer and precentor trooper with the ctrl key and drop-pod them to some location. Usually, they would arrive simultaneously, which is what has always happened until now. But twice in this ...
- Tue Feb 11, 2014 11:15 pm
- Forum: Pandora - First Contact
- Topic: several feature requests
- Replies: 0
- Views: 714
several feature requests
A. In the production screen, instead of just clicking on the R and L arrows by the city name, the following two options: 1) a kbd option such as right-arrow and left-arrow 2) a kbd option that would only scan through cities without current production, e.g., ctrl-right and ctrl-left otherwise, the on...
- Tue Feb 11, 2014 3:48 pm
- Forum: Pandora : Modders Corner
- Topic: XML schema files wanted
- Replies: 34
- Views: 10832
Re: XML schema files wanted
Sorry; was still asleep when I wrote that. Change tier="1" in the /technologies/alienaggression.xml file. That moves the research into the mechanization era or research. Or, you can keep tier="0" but change subtier to "1" or "2" to move it further down the col...
- Tue Feb 11, 2014 2:59 pm
- Forum: Pandora : Modders Corner
- Topic: XML schema files wanted
- Replies: 34
- Views: 10832
Re: XML schema files wanted
Wouldn't want Vivian to have to settle, would we now. Several suggestions: Change the tier to tier="1" [yes, you can assign a technology to a faction regardless of tier] Change the cost to, e.g., cost="128" [That's actually brutal; maybe 64 would be better. Also, given the tenden...
- Mon Feb 10, 2014 5:44 pm
- Forum: Pandora : Modders Corner
- Topic: XML schema files wanted
- Replies: 34
- Views: 10832
Re: XML schema files wanted
re: Belanos This is how I did it in the transport advancement: modify the second line in .../world/advancements/transport.xml to <advancement cost="32" icon="Icons/Advancements/Default" tier="0" producable="0"> [BTW, it should be producible, but it works, so l...