Three bugs and a question

I've noticed that sometimes you are not given the choce to produce nothing in your Social Projects que. This ain't right!

Also, periodically some of my ships still refuse to move for a turn. They recover by the next turn, but when you're racing to colonize a planet, you need all the speed you can get.

The Eyes of the Universe feature doesn't seem to work right. My sensor drones stopped working correctly. Before the EotU, SD's scanned an entire sector. Afterwards, the SD's did not.

Also, is it possible to edit posts after they've been submitted?
264 views 8 replies
Reply #1 Top
Also, when you are setting up the parameters fro a new game, say you choose "Random" as the AI's intelligence. How do you change that choice?
Reply #2 Top
What do you mean by "periodically some of my ships still refuse to move for a turn"? You could go to the recent thread I have initiated, called "Very important ship-movement question". I have been playing this Saturday evening since 7pm and I have experienced a lot of quirky issues pertaining to ship movement. For example, some of my colony ships are being ignored by the ship-selection cycle, and that "find" button behaves in erratic ways. Consequently, as you have suggested, Mike, the colonization process is being delayed because colony ships are sometimes left stagnant in dark, deep Space.
Reply #3 Top
All three of the bugs in your first post have been brought up by myself elsewhere. One has been reported as fixed (EotU), one was an unintended concequince of fixing something else (social projects list).


'The Eyes of the Universe feature doesn't seem to work right. My sensor drones stopped working correctly. Before the EotU, SD's scanned an entire sector. Afterwards, the SD's did not.'

With the EotU, the game doesn't quite know how to handle the sudden increase of 10 to the sensor range.

If you watch, the unexplored FoW does work properly, it's just the sensors that don't. If you save and reload the game it will work correctly from then on.

'Also, periodically some of my ships still refuse to move for a turn. They recover by the next turn, but when you're racing to colonize a planet, you need all the speed you can get.'

The autopilot bug has been brought up repeatedly since beta 1D. If you turn off autoturn, you can force them to move by manually moving another ship.

'I've noticed that sometimes you are not given the choce to produce nothing in your Social Projects que. This ain't right!'

The problem isn't that there isn't anything there, but that the window isn't moving back to the top of the list. If you change to a different planet that still has stuff in the list, and scroll up unitl you see the project 'nothing', you will be able to see the items in the queue on the first planet.
Reply #4 Top
Thanks again for the info, Arthurian Mage. You might be right concerning turning off autoturn. When I did that, the green rings of autopilot replaced immediate movement. Maybe I'm being incompetent and stubborn, but I want to micromanage each ship movement in the early stages of a game. I don't want to see green rings when I right-click. I want to see obedient ships that immediately go where I want them to go, one after the other, like docile sheep. Then, and only then, should the turn autogenerate. You have that procedure in other turn-based games without so much hastle. They usually have a "next" button for selection instead of that bizarre "find" button in GalCiv. But perhaps I'm being dense and ignorant concerning the correct procedure to follow if one wishes that all ships have a chance to move during a turn. >:(
Reply #5 Top
'You might be right concerning turning off autoturn. When I did that, the green rings of autopilot replaced immediate movement.'

Autopilot refers to any form of automating ship movement, including sending them more than one space at a time. Anything other than manual control with the keypad (with NumLock off) will say autopilot at least part of the time (and if you have a ship outside of its normal range, only autopilot will work. Manual control will only bring up the 'out of range' dialog.)

'They usually have a "next" button for selection instead of that bizarre "find" button in GalCiv. But perhaps I'm being dense and ignorant concerning the correct procedure to follow if one wishes that all ships have a chance to move during a turn.'

That is why I specifically mentioned forcing them to move manually. The shiplist does work, and is more reliable than the find button in any case.
Reply #6 Top
1 and 3 are added to my list, and the movement code will be much improved in the next build. :)

"Also, is it possible to edit posts after they've been submitted?" Unfortunately, no.

"Also, when you are setting up the parameters fro a new game, say you choose "Random" as the AI's intelligence. How do you change that choice?"

You should be able to do it by disabling and then enabling the alien.




Reply #7 Top
The use of the word "next" on a button could be confused with "next turn". If it said "next ship" it would be more true to its function. I think the reason it became "find" is the need to keep to a single short word and a need to reduce the confusion factor. Perhaps there is a more inventive solution?
Reply #8 Top
Good point. I don't mind having the button labeled "find" if it effectively acts as a "next ship" button.