The ilst of ships that researching a tech is incorrect. It lists ships that can't be built until another tech is researched.
Lucky_Jack
I just discovered that this creep is happening to all races. So if you picked an economic bonus and another race picked an influence bonus, after several games, the other race may be able to win in just a few weeks.
It also happens when reloading a saved game.
I get this on occasion.
Which leads us to point B: Please get rid of the stupid sliders! I dissagree. On GC1 I used these sliders extensively. I would be lost without them.
"What I find missing here for planet info is what is the current social build and turns left. " Have you tried the planet list?
Was this immediately after restarting a saved game and hitting "turn" for the first time?
Essentially, I thought that was what the "obsolete" function was, only with greater control. You can tell it which components you no longer want to see. (Of course, there is no way to get it to bring an old component "out of mothball status". Maybe there should be.)
Are you running full screen mode, or windowed? I am running windowed and can't scroll by pushing the mouse to the edge of GC2's window. Not any direction.
Stardock says that was supposed to be a debugging aid for beta 1 and 2, and should have been removed for beta 3. They also say it WILL be removed before beta 4 goes out.
or did you just use the standard windows add remove programs NO. Definitely not. Use SDC to uninstall GC2, then delete the Galciv2 folder in the "my games" folder. Then use SDC to reinstall GC2. With all Stardock products, always do the uninstalls and installs from SDC.
I suspect that when the balancing is done for beta 4 that we will see this all change.
I have the same observation, and it applies to every type of ship I have built. The pussling thinig about it is sometimes a ship can go a square beyond the range limit markings on the map, sometimes it can not. I have yet to see a case where a ship was unable to reach the limit marking. As I look at what I see, I find myself suspecting different rounding techniques being used, one for ships and one for marking the boundary.
Some of the pre-designed ships are gone too. Such as the transport. What I meant with this is that there were several ships and several techs that were given to us at the beginning of a game in Beta 2. They are not there at the beginning of a game now. I have seen something that looks like we may be able to select
I don't think we are talking about renamed ships. I think we are talking about the IA ships not showing up when they should.
For the first turn after you set the autopilot, they don't move Actually, ships put on autopilot during the current turn move when you set their destination. Their move points have been expended before you hit the "turn" button.
me too, although I think you are talking about two bugs, both of which have been reported in other threads.
I had a similar idea from the name, but when I saw the results, I just figured I had the wrong idea.
I am currently unable to load GC2 (Cari is looking at the SE report I sent her), bujt I do remember some of those techs creating social improvements. As I remember, "Manufacturing theory" only enables the chains to other techs, no social improvements, while xeno-factory allows one of the factory options, perhaps "basic factory". "Xeno bank" allows one of the banking imporvements, and "Xeno Mining" allows both "basic mining" and "deep core mining". As I remember.
I have been getting suspicious that this was happening to me. At the completion of a turn I have been checking to see if my ships are safe, including the results of the autopilot movement that will occur during end of turn. Then during end of turn suddenly an enemy is attacking my ships from out of nowhere. I am still in the verification process to see if there is something I have overlooked, but I think Moi-meme is correct.
See thread https://www.galciv2.com/Forums.aspx?ForumID=274&AID=85066
Also, how about allowing us to delete or "obsolete" older less effective ship addons. After we have researched laser 2, maybe we want to keep the addon laser 1 around for a while, maybe not.
In addition to this (perhaps it is in the works), I would like to see the research screen give us information on techs we don't have the prereques for. For instance, if we clicked on a tech we are not allowed to research yet it would bring up the details with the time to complete showing "prereqs needed".
Moi-meme said: "I can learn to live with the interface as it stands." I find it causes some serious playability problems. If the "turn" button was inhibited when some other window was displayed over the main view, then the playability issue would be solved. Otherwise, I think the "turn" button should be covered by the other window to prevent our accidentally hitting it instead of the "done" buttons.
Or perhaps a module that could be added to transports that carry x bombs. Even techs to research for the different types of bombs, and improved efficiency/size/cost/quantity techs for each type of bomb.