Arturus Magi

Arturus Magi

Joined Member # 2439
0 Posts 9 Replies 4,040 Reputation

On the first 5C game I played, Autoturn and Autosave reset themselves to On and 10 Turns, respectively. The other setting remained the same. When loading a saved game, economy effecting attributes don't seem to reassert themselves until something changes one of your attributes. I went from +6 to -20 bc/turn just by reloading a game, and it didn't fix itself until four turns later when a starbase went up on a nearby resource. The Alexians returned a String not found on the dip

0 Replies 75 Views

'After invading a YOR world, with the Mini-soldiers tactic, I noticed I had "No Resources" while trying to build stuff.' If the planet was worse than your average planet, it can cause spending to get diverted from other planets if you don't increase it afterwards. Anything that changes you average planet's class can do this under the right conditions. It's not common, but it used to happen once in a while after terraforming a colony too, back when it was still +50%.

5 Replies 189 Views

'Graphs screen shows Dec 357916 on left side at start. The slider on that window appears to do nothing.' The slider doesn't seem to be setable to anything below five months, and as a result, it's a bit quirky until June of the first year.

12 Replies 231 Views

'6. When loading a saved game, the progress slider bar needs calibrating. It hangs at 95%.' According to something in another thread, that bar isn't the save game loading progress, it's the loading of the dialogs and screens. If you wait long enough at the main menu, it's possible for that bar to be near 95% when it first comes up. It doesn't update between loading the last dialog and loading the save game or generating the universe, and should probably be replaced by a se

8 Replies 256 Views

'Doors are still somewhat choppy. The intro cut scenes are very smooth however. The meanwhile cut scenes (colony landing and the like) are CHOPPY. Yet the robot animation is perfectly smooth.' This is exactly what I'm seeing here. The animations are all smooth except the 'first' animations and the intro doors, and an external Bink player plays the 'first' animations fine. 'My machine is about the bottom end that you'll see out here now....K6III+ 450Mhz, 256Mb RAM.' <b

26 Replies 837 Views

The zero value is the method to cancel launch. It's inherited from the colony ship, which is destroyed if it tries to dock somewhere, regardless of the destination's colonization status.

8 Replies 277 Views

I just observed this here, and it doesn't quite seem to be an actual free turn, but rather GalCiv doesn't recognize the end of the first, and interrupts you after you start moving ships on the second to do the first turn's end of turn stuff. I haven't observed the treasury quirk, yet, but this has only occured once localy at this point.

3 Replies 175 Views

'Magi, I now have 5 Quans and my soldering is 715%. Are you sure?' It's possible that, if it is simply a typo, as the past situations have been, that I fixed it while reporting other typos and such a few threads back, and my memory is glossing it over.

16 Replies 695 Views

Based on a previous situation (where an error in the .IMP files allowed an Achievment to be built more than once) there is still only one. The last one built is the only one that functions. The others vanish when the new one is built. That said, I don't see the Tir-Quan multiplicity here.

16 Replies 695 Views

'BTW, when is the Eye of the Universe function beeing fixed...!!!' The Eyes of the Univers does work as it's supposed to. It's the Fog of War that's problematic. Any increase of sensor range, not just the EotU, will cause the temporary non-updating mess.

28 Replies 960 Views

It appears to happen here when the AI's planets all have low enough morale that their populations drop to 0 before, but not quite low enough that they revolt. To me, that seems to suggest that it's cause by destabilization or minor debit situations.

6 Replies 239 Views

'And I thought that Galactic Civilization II or however you name it, was something like a multiplayer implementation.' I do recall a note that there may be a multiplayer version, but it would be distint from GalCiv and it's expansions. This was quite a while ago, so I have no clue as to if/how it will eventually proceed.

9 Replies 769 Views

I play gigantic galaxies on a P-200 MMX w/ 80 MB RAM, and I rarely see problems that aren't related more to oddities specific to my system (like the fact that I'm running GalCiv off of a USB 1.1 HDD: this is most likely the source of the delays on loading screens and animation) than to the system specs. It has been a few betas since I've neared the endgame, though, so I may not be seeing the worst of things. It's certainly not fast, but it's playable.

32 Replies 1,343 Views

'2). The AI does not put ships on autopilot. The ship movement was calculated during the time the human player took over the planet and the actuall movement takes place during the AI's turn.' Hence the ship is esencially on autopilot. The path was already calculated, it just hasn't moved yet. 'The AI is supposed to play by the same rules as the human player. Hence, if a human player can avoid an unwanted conflict, why can't the AI?' I never said they shouldn't. The l

33 Replies 1,372 Views

It works exactly as described, with one caviat that makes transports unfeasible: when you use a transport to move colonists, they get distributed evenly between planets, which is usually going to result in several very low morale planets until people die off.

5 Replies 228 Views

In mid-beta3, it was possible to get planets up to class 171 (26 * 660% [100 base + 10 soil enh + 10 habi. imp. + 50 terraf. + 40 earthworms + 90 morale/planet quality resources (x5)]). And it was entirely possible to go farther on the rare occasion that more than 5 morale resources popped up. I had one game on a large galaxy where my population was well into the trillions. Terraforming has since been dropped to 20%, and morale resources no longer increase planet quality, so 4

6 Replies 252 Views

'AM said "In my experience, the AI doesn't notice when a system changes hands if they've already sent the ship to attack. " This is the bug he is complaining about. I have seen it too, and it has been reported before.' I'm not entirely sure it should be considered a bug. I do it all the time when I have ships on autopilot too. I just happen to get that nice warning dialog right before something happens that the AI doesn't.

33 Replies 1,372 Views

'5. On the yearly report screen I was once shown to be the '5th most Influential race' yet (as was the case) I had 59% of the Influence in the Galaxy which meant I was the most influential race and being miss-reported by the yearly report.' I believe the yearly report screen reports per turn influence. The pie chart on the UP tab reports total influence since the last UP Meeting, which can be altered by things that don't affect the per turn influence, esp. dipolmacy.

10 Replies 253 Views

'On the next turn, they attacked the planet, my planet, breaking the alliance and starting a war. If I had left the planet undefended, they would have moved away as before, but this is an improved AI.' In my experience, the AI doesn't notice when a system changes hands if they've already sent the ship to attack. This carries through for transports, constructors, and colony ships too. Also, the reason they may not have sent any transports may be because they couldn't get them t

33 Replies 1,372 Views

' Variety and the LA Times business section, said today that pc games were down 10% last year to 1.5 Billion in the U.S. ' Everything was down last year. We're in the middle of a minor recession. 'PC gaming isn't going downhill at all, that rumour/theory has been going around every year for the past 5 years.' Alot longer than 5 years. Rumors of the sort have been popping up since the days of the NES. Interesting that they ignore PCs that turned into consoles (there

30 Replies 976 Views

' Building things like the news network and propaganda center on the planet with the skull can help avoid its defection. Also, starbases in the sector with culural improvements. But, there is something strange about morale. You would think that a planet with decent morale would not be in danger of defecting, but I've gotten messages to that effect regarding planets whose morale was quite healthy. I don't know what is happening there. ' Rebellion (forming a new minor civ) depen

11 Replies 242 Views