That is definitely an odd issue. I bet it's something I wrote too. :( I'll keep an eye out.
Frogboy
I'm not sure that's the case. The Yor would definitely not appreciate being crowded due to the way they communicate with each other. (which can be best described as a form of short-distance subspace communication).
Try validating your Steam files to see if something is missing. Also you running English or German?
I loaded your save and I'm not seeing it here.
Thanks for posting this. Checkign right now!
If you want to post your save game I'll check it out.
I think after release, we'll probably create an "Advanced" button that pops up a window that lets players go to down on these settings. Right now we're just focused on trying to make sure map generation delivers fun, balanced maps which is easier said than done! ;)
I'm going to have to think on this some. These are persuasive positions. Especially with regards to the commanders.
So we ended up reverting this. If you start a new game now, it's only 2% per tile and the worst it will get is 90%.
I think I"m going to have to take a look at this. First, it's hard to understand what it does based on the data and second, it doesn't seem to be worth it.
[confluence]https://stardock.atlassian.net/wiki/spaces/SDEnt/pages/1543372801/GalCiv+IV+beta+1.66+Test+game[/confluence] ______________________________________________________ [confluence title=""]https://stardock.atlassian.net/wiki/spaces/SUP/pages/1471414278/GalCiv+IV+Supernova+Dev+Journal+Links[/confluence]
Ok to recap: Gameplay: Minot brotherhood leaders cannot be upgraded with harmony crystals; consuming the crystal does not change their rating. Battleships should have 2.5 times more space than cruisers, allowing for more weapons and tech. Carriers should be given their own class with capabilities to carry "fighters" and other ship components, in addition to weapons. Base level on planet districts isn't consistently available despite having
Heart of the Empire definitely works. I am trying out the others.
[quote who="zichella1" reply="14" id="3898230"] Hi, 1. Sometimes stacked ship counts display, other times they do not for me. But it seems like it happens when ship count is double digit like your probes. 2. Labels/names, like on planets now seem to obscure ships under them so you need to 'root around' when the enemy gets near. I can't remember that happening in 161. 3. Orbital prisons don't change the crime rate on the planet, checked over a couple turns
I see the moon. The moon sees me.
[quote who="csallison" reply="4" id="3898062"] My current saves are all the largest size maps. I started a new tiny game and rushed a stack of 10 probes, still no count displayed on that game either. [/quote] I'll see if I can reproduce. Lots of changes happened in that area.
What size map?
It's huuuge! I think 1.6 came out like a week or two ago?
These are supposed to be things done by next week. Not general wishlists.
Remember: These aren't prompts. They have to be descriptions of civs.
The other than that is important is that you must also set up your Civ's affinity and behaviors as it relies on that.
AlienGPT in GalCiv IV focuses on the text generation for the game but also picks out alien images that were pre-generated based on previous inputs. So while the text generation is real-time, the art is not. The way it works is as follows: You enter a description for your alien race "A species of space cats seeking domination" You choose the traits for your civ (to the right of the description entry). You hit Generate Text is generat
So with regards to the leader art: It will pick 9. * 3 are totally random * 3 are rough guesses * 3 are best guesses Because the art is trained on Stardock's existing art portfolio, there are definitely gaps as we have focused on making fantasy and sci-fi games. A lot of people also try to use the description box as a prompt. It's not a prompt. It is designed to take a description like "A race of sentient cat warriors" or something l
I'm eager to test a new strategy with all of you. Our main goal is to prioritize the most important improvements to our early access build. I'm looking for your input on weekly enhancements. We need to focus on changes that our team can realistically make, test, and release within one week's time. Could you please suggest up to five enhancements you'd like to see made for next week? These could include modifications, fixes, or adjustments. Remember, no more than five suggestio
That means the orbital tech needs to have that trait too.