ProudCanadian

ProudCanadian

Joined Member # 1541019
4 Posts 27 Replies 791 Reputation

I reported a similar problem a few weeks back. In my game, if a build order to upgrade from basic starport to Upgraded Starport was in a build queue (for any planet) when the game was saved, then after the reload of that saved game: a) the upgrade build order is never completed (stuck at 0 weeks left) b) the existing basic starport will be destroyed if you delete the upgrade build order c) if the existing basic starport is removed from the colony, then yo

4 Replies 4,376 Views

I hope to see ALL ships in the game being "buildable" from a base Hull type and components on the ship design screen. This would also include ships like the Sensor Drone. In order to make something as tiny as a Sensor Drone, I suggest that a new "Probe" hull type be created. It should be small enough that at the start of the game you only have enough space for a sensor component and a couple support components. As you get more miniaturization levels, you may be able

6 Replies 5,101 Views

OK, let me amend my post. The Extended Life Support tech description should not say "+10 Range". This tech improvement makes a new support component available on the ship design screen, but does not automatically give +10 Range as advertised. - Proud Canadian

4 Replies 3,703 Views

Kloreep is totally right. I like helping out with the early testing and putting in some suggestions for game improvements, but I can't say that the game is complete enough yet to actually "play" it. If you want a chance to submit suggestions for new enhancements, then get in the beta now. Otherwise, wait for Beta 3. - Proud Canadian

11 Replies 16,853 Views

I'm not sure how the developers created some of the special ships, like Colony Ship, but they do not seem to react well to upgrading. For instance, the Colony Ship has a special attribute "Colonize" associated with it, but does not have a Colony Module on the ship. Does that mean that the whole ship is specially designed for colonization and doesn't need a Colony Module? Also, if I make the initial Colony Ship design Obsolete, it disappears from the list and I c

4 Replies 6,927 Views

There are problems with designing upgrades to the pre-designed ships in the game. As an example, lets look at Colony Ship: 1) Go to the design screen and select Colony Ship 2) Click Upgrade 3) Add two Sensor components to the colony ship 4) Select one of the Sensor components from the list on the right-side on the screen. Click the Remove button. 5) The "space left" meter changes from xx/65 to 0/0 - Proud Canadian

1 Replies 2,165 Views

I have noticed that several tech advances in the Beta do not actually do anything yet. I'm not sure if I should be reporting these as bugs at this point, since the tech tree is obviously a work in progress. To make it easier for Beta testers, could the development team label the tech advances that are not implemented yet? Just a tag in the description like "**NOT IMPLEMENTED YET**" would let us know that a particular tech should not do anything in that relea

11 Replies 5,929 Views

When executing a decommission order (to clear an existing improvement from a tile on a colony), the weeks-to-complete that is displayed on the colony list for that planet always reads as 0. On the colony management screen, it initially says that it will take 5 weeks, which it does. The progress bar on the colony list IS displayed properly (updated on each of the 5 weeks), it is only the text that is incorrect. - Proud Canadian

0 Replies 1,180 Views

When attempting to zoom in or out on the mini-map, the interface is very slow to redraw after each zoom change (sometimes 1 to 2 seconds per zoom change). This does not seem to happen on the main galaxy map, just the mini-map.

0 Replies 1,144 Views

If you minimize the application using ALT-TAB, you get a popup that says "Invalid Call" when you try to restore the application. The application then crashes. REQUEST: It would be great if you could integrate some kind of simple Bug Report dialog into the Beta so we can report bugs without closing the game. Since ALT-TAB crashes, we need to close the game each time we want to submit a post to this forum. - Proud Canadian

4 Replies 3,703 Views

If you have the Colony List popup visible (the one that lists each colony and what projects are being built) then moving the mouse pointer to the left-side of the main map will not scroll the map. All other scroll directions still work. If you close the colony list popup, the left-scroll will work normally again. - Proud Canadian

0 Replies 1,223 Views

Hey guys, One thing in these "space empire" games was never clear to me - what (as the human player) am I? A politial leader? A supreme emperor? A mysterious behind-the-scenes leader who is secretly pulling the strings? Some of the comments that I have seen so far on this topic assume that changing party support would cause problems because a political leader would never do this (well, it would be very unlikely). I really couldn't see George Bush or

22 Replies 17,944 Views

Units have 5 stats that influence EVERYTHING they do. I think Master of Orion III had this sort of concept for ground troops. When you created a Troops unit (for loading on a transport) that unit had stats for Experience, Weapon type, Armor type, unit type (infantry/armor/etc). I hate to reference MOO3, because it to

5 Replies 8,097 Views

I don't think the "extras" are as cool as an idea as everyone may have first thought. By and large, the extras are HUGE, bigger than most of the actual components. If the idea is to be able to identify what a ship has just by looking at it, it's NOT gonna happen with some of the "bling" you can put on ships. Also, it looks silly. On to the actu

10 Replies 15,789 Views

Also, your actions should definately have a lot to do with which political parties gain power like you said. If you are the War Party and you're in 3 different wars, you're losing ships and planets by the turn, and your morale is extreamly low, then the Pacifists Party should be strongly supported come the next election. <

22 Replies 17,944 Views

Hey Jack, I wasn't really going for a real-world model, I just thought that the way I suggested would be more fun. Besides, I was talking Galactic Politics, not US politics. It is very different. I believe the famous quote of M'rrthax the Beheader (leader from the 4th dynasty Drengin Empire) was "Adaptability is strength". If you recall, M'rrthax led the Drengin through some very exciting times, changing their focus from war, to trade, to research, to indust

22 Replies 17,944 Views

First off, let me say this: I LOVE KILLING DEFENSELESS MINI-FREIGHTERS! I could smash those little suckers ALL DAY LONG! That said, what can be done in GalCiv2 to enhance this experience? In GalCiv1, there is a Galactic Council resolution that comes up sometimes to vote on making min-freighter attacks illegal. Whenever you try to attack one, you get a popup sayi

3 Replies 4,479 Views

Even better, it would be nice to have that warning whenever "MONEY IN" is greater than "MONEY NEEDED". Take social production, for instance. It is possible that some (or all) planets have completely finished all items in their social production queues. The amount of money provided to social production may be greater than the amount that all planets with active social production could possibly use (and the surplus is just discarded). Same goes for military. For resea

3 Replies 4,704 Views