5c quirks
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Stardock Forums
On the first 5C game I played, Autoturn and Autosave reset themselves to On and 10 Turns, respectively. The other setting remained the same.
When loading a saved game, economy effecting attributes don't seem to reassert themselves until something changes one of your attributes. I went from +6 to -20 bc/turn just by reloading a game, and it didn't fix itself until four turns later when a starbase went up on a nearby resource.
The Alexians returned a String not found on the diplomacy screen. This seems to be the appropriate debug.err message: 'Debug Message: Error. String Not Found. Book:Diplomacy String: 6_Greeting_3.' I saw no string with that ID in the English.str file.
The following String not Founds also exist in the debug.err, but I did not notice them in the game:
'Debug Message: Error. String Not Found. Book:DomesticGovernors String: DefaultGovernor5
Debug Message: Error. String Not Found. Book:SubmitScreen String: LastNameTitle'
This may not be a bug, as such, but is amusing, at the least: Starbase modules with ID numbers higher than 100 cause some quirky behavior on the module construction screen, with no end result other than being unable to build any such modules. Tech ID numbers do work at going up least as high as 13000. No observable limit on the number of social improvements exists either. I have not yet tested the ID numbers on wonders for similar limits or behavior quirks.
When loading a saved game, economy effecting attributes don't seem to reassert themselves until something changes one of your attributes. I went from +6 to -20 bc/turn just by reloading a game, and it didn't fix itself until four turns later when a starbase went up on a nearby resource.
The Alexians returned a String not found on the diplomacy screen. This seems to be the appropriate debug.err message: 'Debug Message: Error. String Not Found. Book:Diplomacy String: 6_Greeting_3.' I saw no string with that ID in the English.str file.
The following String not Founds also exist in the debug.err, but I did not notice them in the game:
'Debug Message: Error. String Not Found. Book:DomesticGovernors String: DefaultGovernor5
Debug Message: Error. String Not Found. Book:SubmitScreen String: LastNameTitle'
This may not be a bug, as such, but is amusing, at the least: Starbase modules with ID numbers higher than 100 cause some quirky behavior on the module construction screen, with no end result other than being unable to build any such modules. Tech ID numbers do work at going up least as high as 13000. No observable limit on the number of social improvements exists either. I have not yet tested the ID numbers on wonders for similar limits or behavior quirks.