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Hi, im new to the game as well as this forum, so sorry if im double-posting an issue already worked tover, but I was just so shocked at what happened to the game i figured i needed some veteran help.

A while into my game as the Gaians, the "radio silence" event hit and every city on the map (not the improvements though), as well as all my units suddenly disappeared. Instead a colony pod and a pittance of units had spawned on the southmost edge of the map for me to use.
Research and the like was still up to snuff as indicated by the socregraph, but a sharp dip stemming from the disappearing cities had lowered it by half, so the game seems to have registered the event.
Would anyone know if this is common, or if there is something I can do to avoid it in the future? Was it a bug or some enemy tech that activated?
This question / problem has been solved by mystikmind2000image
I have heard of this bug before, but not that "radio silence' thing?

The solution is to save every turn. And dont re-save over the previous turn, rotate at least ten saves.

I am usually saving every turn regardless because i want to grow my navy mind worms.... if i did not do that, relying on chance, eventually they would all become extinct. They have to fight to grow, but you have to reload to keep them in play, no choice.
Ah thank you. I' try to save every turn then :)

No idea if it was due to the radio silence thing or not. perhaps since you've heard of it before it is just a common but random occurence.
in any case thank you for the solution.

Strange about the mind worms.. as i have yet to encounter the navy variety; what makes them only survive if one saves every turn?
Post edited October 12, 2016 by monostatos
avatar
monostatos: Ah thank you. I' try to save every turn then :)

No idea if it was due to the radio silence thing or not. perhaps since you've heard of it before it is just a common but random occurence.
in any case thank you for the solution.

Strange about the mind worms.. as i have yet to encounter the navy variety; what makes them only survive if one saves every turn?
The navy mind worms.... they are very good because they are combat plus transport. When you grow them in size, they can transport more units.

Early game the first thing i try to do is get mind worm capture technology if my race doesn't already have it to begin with.

Brilliant land units and also i try to get navy units as fast as possible for capturing sea mind worms as well.

also most of the early capture mind worms wont take any base support (fantastic).

As for the navy ones, well the best way to get them is to build a few foil navy units then go and claim ocean pods. Whenever you claim ocean pods there is a chance of getting mind worms.... usually a navy mind worm with two land mind worms on board.

The first capture attempt is more likely to succeed, but the more captured sea mind worm units you already have, the harder it gets to capture more. Sometimes the game is stupid and wont let you capture your first sea mind worm..... it can drag it out forever, so you have to save and reload to make sure the capture happens.

Once you get a few navy mind worms going, you can disband your foils because recovering pods with navy mind worms is far better.... because you have the chance of getting artifacts which cannot happen using combat foils.... towards that end, never use fully loaded navy worms to claim pods because there is no space for an artifact.

Now, as you expand this mind worm navy, your mind worms capture further mind worms and so on and so fourth. Or if not capturing, combat increases their size and load capacity. What happens if your not reloading, is occasionally your sea mind worms will die in combat. It is frequent enough to decimate your mind worm navy over time if your not reloading, and you don't have the technology to build your own yet, so that is why reloading is essential. Later on when you can build your own, reloading is no longer necessary.
Ah, i get it. Many thanks! (and sorry for the late reply.)
On this forum things happen pretty slow! lol

So yea, early game capturing mind worms both land and navy gives you quite an edge in the game..... and mind worms are effective right through the entire game regardless of technology advancement..... so its almost like your getting the most advanced unit right at the start of the game!

Mind worms also give you credits when you defeat them in combat (unless its faction owned).... so i always have plenty of units on patrol for them..... 'patrol' means traveling over fungus squares to try and cause random mind worms to appear.

look for fungus squares on rivers.... that is the best place to patrol with rovers

Also patrol fungus squares with artifacts and other unarmed units.... they trigger mind worms with a far higher frequency than military units.... just make sure you have a military unit nearby (obviously).... yea and this can make early colony expansion a serious pain in the ass if fungus is in the way.... you gotta support your colony pod with a military unit to cross fungus or be ready to reload the game.

Foil sea units.... you probably don't want to claim pods on fungus sea squares because you lost your movement points and if you get mind worms, you cannot attack it and no chance of capturing it..... unless you have other nearby units!