Missing Powers Part 2

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Meriamun

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Jul 22, 2010, 8:44:17 AM7/22/10
to Your Turn to Move
Hi there,

first of all: Congratulations to this nice implementation.

Like Gallardus, I've noticed some missing powers in my games.
1)Terraforming Guild has a Consume power, although it should have
none. The present power is the one still missing at Terraforming
Robots.
2) Clandestine Uplift Lab's Trade power is only valid for 'Uplift'-
worlds, not for all Gene-worlds.
3) New Survivalists' Consume power is missing.
4) Imperium Warlords' Produce power is missing.

Hope that helps and I`m not to fuddy-duddy in your eyes.
Greetings
Meri

Kenneth

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Jul 22, 2010, 12:18:50 PM7/22/10
to Your Turn to Move
We welcome fuddy-duddies around here. Thanks very much for the bug
report! I will look into it and post an update here soon.

Kenneth

Kenneth

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Jul 22, 2010, 3:50:13 PM7/22/10
to Your Turn to Move
I've now fixed all of these except for the Trade power of Clandestine
Uplift Lab, which is in progress.

Kenneth
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