Nope. When you start a new game on a minimum of medium size you see stars for all sectors two avay from your original star. No terms needed at all. Be sure tgo set 50% habitation just to be sure you have enough to see. Cheers, Jack
Lucky_Jack
If GalCiv ships in time for christmas, how can it be out long enough to get the award this year. Cheers, Jack
Good point. It might be a good idea to pass the documentation passed the testers (when it is ready). This should be in it when the finnished product is shipped. Cheers, Jack
I never play with autoturn, but will to check this out. Cheers, Jack
I like it. Realizm galore. However, others that see this for the first time will undoubtably question it. This sounds like something that should be explained very carefully in the documentation for the finished product. But, you said the adjacent unexplored sectors? I recall seeing stars for adjacent sectors in all directions (up, down, left, right, and diaginal) plus a sector in the up, down, left, and right directions. I will look again. Cheers, Jack
Again, a medium size galaxy is needed for this. I have been sending defenders and troop cariers in a sort of convoy style, keeping them together and moving them manually to prevent total loss of control of the ships. I am using hte number pad to move the ships. Once in a while some of the ships just won't move until I press the tab key. Cheers, Jack
In a medium size galaxy that I was playing I built up to about 40 ships; some in orbit (defenders), some on autopilot to different points, some on manual control. The ships were colony shipe, transports, and defenders. At one puint I put another ship on autopilot and all ships not in orbit started going to the same point. Is there anything in the debug file that will be a help on this one? Cheers, Jack
Wooppppsss... Sorry, colony ship.
Also curious, as I explored more area more stars appeared, again two sectors away from my explored space. Cheers, Jack
Does that mean you know what the problem is, or what? If moral is the only thing driving population growth, then it is not working. I am playing a medium size galazy this time and I have lots of planets from a moral of 60% to 48%, all with a population of 10, no resources (some may have a research resource) and they have been that way for 100+ turns, while others have grown under the same conditions. I have lots and lots of planets. The debug file is over 3 meg in siz
I just tried the gigantic galaxy for the first time and it quit too. But it froze up my OS completely. Only a BRS would work. It left my screen in a very strange condition, black with white spots (perhaps similar to the star field background for the game) on the upper half with lines and bars in the lower half. I have noticed the same error message in the debug file many times, and no apparent problems. I have the debug saved. If some Stardock person would like to see
Curious! I just tried a gigantic galazy for the first time. The stars still showed up in unexplored segments, but only for about two segments away from my home planet. Is this intended? Cheers, Jack
I am seeing planets with morales at 54% that are not growing.
Is it too early for this? So far, I have only seen this when I only have one ship. When I have the ship off screen, having completed its movement for the turn, and having looked at a star system in another area, when I press "turn" (auto turn off) the ship gets selected but the screen does not shift to show it. Cheers, Jack
I am not sure how this is supposed to work, but, to be sure it is as should be: After right clicking on a star the "selected" symbol (a broken rounded off square) surronds the star. If I right click on open space the selected symbol remains on the star. The planet screen appears on the right side of the screen when the planet is selected and dissapears when open space is selected. This is why it just seems natural that the selected symbol should vanish when the star is unselect
Is it too early for a report on this type of a problem? Is the code to suppress displaying solar systems on the minimap in place yet? Not only can I see stars in unexplored sectors, but I can see enemy ships in "fog of war" areas and unexplored space. Cheers, Jack
I just noticed this while starting a new game. I have the original colony wagon and the scout, which were in diagonally adjacent positions. I sent the colony wagon to a position that caused it to move into the same square as the scout. The scout was then automatically selected for movement, but, its icon continued to be hid by that of the colony wagon. I suspect that the currently selected ship should always appear "on top" of any other ships in the same square, right?<br
On a related note: (should my comments here be in a separate thread?) I notice that the information on available techs says nothing about what techs will be enabled if you research this one. The OS/2 version had this. Is it just not in there now for the time being, or is this the way it will be. Cheers, Jack
I don't think there is one word for two such opposite concepts. The words "concord", "alliance", and "accord" all bring to my mind only the "peace" side of your objective. Perhaps the two states are so disperate that there is no one has ever had a need before to describe them in one word. (Fredrik, you are correct. The word "concord" is not that intuitive.) Cheers, Jack
Brad, I know I should not perpetuate a philosophical discussion on this forum (even if you did start it), but: while you might be correct that factory workers do not become scientists (at least, not over night), scientists have been laid off during the last few decades. They became factory workers, food servers, store clerks, what ever, to keep food on their tables. Also, it looks to me like the discussion started with transfering similar skills
Cari, No, I mean the scroll bars. All of the scroll bar funxtions work except there is no tab to grab and run up and down for fast possitioning within the list. Cheers, JACK (not John - if only there was a way I could edit my nickname in my WinCustomeze accout).
I have seen it happen this way and I have seen it happen other ways as well. 1). A ship is built, the shield appears, you go to another secter, maybe take a turn or more, look back, and the shield is gone. 2). A ship is sent to the system, the shield appears, more play, and the shield is gone. The type of ship matters not. This happens with the initial scout, defenders that have been built on this or another planet, transports built in this system, and star
The where the lockup came, but is it possible that the treasury hit a value right near or right at the largest possible value for the variable size and put the code off into never-never land? I was not able to recreate the crash when I tried it a second time (before last night's build). It wrapped around from near max possitive to near max negative and kept going, so I suspect the crash is very depend
Before the latest build I think it only cost 500 shields to build a fusion power plant. With the latest build it costs 1500. Scanning the GCimp file shows lots of improvements have become much more expensive - at least 3 times as much with those that were changed. Did you really intend this?
Brad, Your item 3, is this only temporary? What I remember in the OS/2 version was that all stars had the ability to have planets. Perhaps not equally to yellow stars, but not so completely biased as this. It just seems that there is enough overlap in generalities in nature that restricting habitable planets to only yellow stars is unnatural. Cheers, Jack