Collection of Bugs
from
Stardock Forums
- no sound or music anymore. Soundblaster Live! card, never had music, had sound at one point, but once i turned it off it wouldn't go back on, even with the game restarted.
-one game(score on multiverse... ew) i was missing universal translator as an opening tech... i couldn't get it until i traded for it later in the game, and thus none of the sub techs
-enemy ships in square below your planet and you launch ship, ship unable to move or fire
-the anomaly vessal (can't remember real name) while on autopilot goes through a wormhole and doesn't have a scan perimeter (can't see anything) until it moves the next turn
-freighters don't have a ship icon when they are made and still orbiting a planet
-the tax formula seems really strange... decreasing the amount of tax can actually increase your revenue at some point on the slider, though movement in either direction causes a revenue decrease... i think its only at the one specific point on the slider where it gets thrown off
-the turn button disappeared at one point in the middle of a game then came back after i switched to the save options menu and back
-black screen starts still a problem if playing without all the races. Solved by either deleting the prefs.ini file before a new game, or by starting a new game up to the choose races screen make them all active then quite, or by editing the prefs.ini file before each game to set the enemy active values to 1 for each enemy
-in the save game files, data is recordd for races that weren't active in the game, ie player.civ1, player.civ3,player.civ4, only races, but traderoute.civ2, and tech.civ2 will still appear in the save game file.
-space anomalies are visible in all explored areas of the map, whether or not sensors are in range to detect them
thats all i got for now, i'll post again when i find any more
-one game(score on multiverse... ew) i was missing universal translator as an opening tech... i couldn't get it until i traded for it later in the game, and thus none of the sub techs
-enemy ships in square below your planet and you launch ship, ship unable to move or fire
-the anomaly vessal (can't remember real name) while on autopilot goes through a wormhole and doesn't have a scan perimeter (can't see anything) until it moves the next turn
-freighters don't have a ship icon when they are made and still orbiting a planet
-the tax formula seems really strange... decreasing the amount of tax can actually increase your revenue at some point on the slider, though movement in either direction causes a revenue decrease... i think its only at the one specific point on the slider where it gets thrown off
-the turn button disappeared at one point in the middle of a game then came back after i switched to the save options menu and back
-black screen starts still a problem if playing without all the races. Solved by either deleting the prefs.ini file before a new game, or by starting a new game up to the choose races screen make them all active then quite, or by editing the prefs.ini file before each game to set the enemy active values to 1 for each enemy
-in the save game files, data is recordd for races that weren't active in the game, ie player.civ1, player.civ3,player.civ4, only races, but traderoute.civ2, and tech.civ2 will still appear in the save game file.
-space anomalies are visible in all explored areas of the map, whether or not sensors are in range to detect them
thats all i got for now, i'll post again when i find any more