UP_ISSUES has a number of issues that are exact dupicates with different names too, from what I recall last time I examined them.
Arturus Magi
If the AI is trying to destabilize you, local propaganda can counter that to some degree. It's going to be rather expensive, though, so the best solution would probably be to find a way to make the AI unable to afford to destabilize you in some way.
Morphing has no effect other than the noted +10% Soldiering. There are other techs that have only +1 or +10% to an attribute (or occasionally two).
'Planet name started with y, has anyone else noticed this event only happening on certain planets?' Some events that don't really happen on a specific planet seem to chose a planet and always happen there. I know there was one event that came up four or five times in one game in 4D that always happened at Sol (which, now that I think about it, would be a good place to locate non-locale-specific events, since it is the capitol).
The decorative mini-freighters are refered to as Trade Ships in a few spots, I think.
Just to test something similar, I colonized a class 1 planet with 1M population. Morale of 1%. One turn later, population 0M, morale 1%. Rebelled several turns later. Did this again with a class 13, morale 35%. Next turn, population 0M, morale 40%. Decided to poke at it, and started building Soil Enhancement. 16 turns later, class 14, morale 51%, pop 0M. Noting the 50+ morale, I waited for a few turns. The planet eventually settled at morale 45%, pop 7M.
'Lucky Jack: "I don't think those people represent any part of GC's audience." You've got to be kidding.' I doubt he was speaking of MoO fans in general, but rather of the residents of the forum in question. I know it's been mentioned often that many of the people here, including most of Stardock, are MoO fans. I, for one, would like some sort of consensus on whether MoM2 is really dead. Every time Microprose changed hands, the project got restarted or rekilled... &
'Jack, a large part of my war strategy depends on being able to scan enemy ships. My 4Z game hasn't involved any warfare, is the ability to select enemy ships gone?' You can still select enemy ships, but there are a few quirks similar to what's been mentioned above. 'A colony ship gets built, you load it and launch it, move on to Next completed project, etc. When you go to send your colony ship to its intended destination you find... nothing.' I've never seen this here
The opening music plays smoothly here, but the effect specifically for the opening of the menu panel is choppy (without affecting the music, oddly enough).
I see alot of end of turn pauses where even the sound goes dead in 4Z that weren't there in 4D, but I haven't had the game actually lock or crash, and overall performance is much better than should be expected, given that my system is rather...pathetic.
Mine too, but I haven''t downloaded the 57MB of extra multimedia stuff that just went up either.
The EVENT definitions are all in the single CoreEvents.EVENT file now, and the other EVENT files are no longer distributed (and should be deleted).
I'm not sure if GalCiv supports the Ctrl-V shortcut for paste, and if it doesn't, it may not support cut and paste at all.
Based just on what I've used in the past, and ignoring the obvious (I'm playing GalCiv on a system vastly below the listed reqs): Master of Magic, Master of Orion 2 both had reqs higher than what my computer was capable of when I aquired them (memory in both cases), I've had Win95 running with acceptable results on a 486 with 4MB of RAM, and my computer still doesn't meet the reqs for Diablo II even after several upgrades.
Some events are not entirely random. The Pirates are partially triggerend by the establishment of trade routes, both by the player and AI, from what I can tell, and some other events can only occur under certain circumstances. 'What sense does it make for the UP to vote to add additional trade routes when the maximum number allowed by the game are already in place.' They don't. What can happen, though, is that the UP can bring the routes up to the max before all the t
'There are alot games which have rediculously low requirements that are not realistic at all (which alot people get frustrated about) ' Oddly enough, my experience has been that everything it to the exact opposite: 'minimum' requirements are almost universally overstated just to spur on the sales of pointlessly overpowered computers. I have no less than 15 programs that I semi-regularly use with stated requirements that my computer doesn't meet in almost every category.
Usually. There are a couple of minor bugs that cause ships on autopilot not to move. The one mentioned above is the only one that actually causes lost turns of movement, though. The others only affect the next to last turn of ships that don't need a full turn's movement to reach their destination on their last turn (and thus effectively get the ship there at the same time it would have without the bug).
'Also, I just researched impulse drive, and on the next turn, my ships showed the right upgraded movement allowance, but they couldn't utilize the extra moves. E.g. at the start of the turn, my Survey ship showed as having 2/4 moves. Is this supposed to be so??' It takes one turn after researching a speed improvement (or building Gravity Boosters) for it to take effect. I don't know if it's intentional, but it does make some sense (time used installing the new drive system, et. al., sa
I'm playing GalCiv on a P-200 MMX I picked up about six years ago, and I only see problems under certain circumstances where you'd expect a delay in the first place (loading animation, saving game, etc.)
'When you are in the planet production screen and click on a Colony Ship in orbit and click to launch it with some population in it, once it's launched if you click on a planet in that same screen - even one already colonized! - the ship will disappear and the population that was in the ship will be plopped onto that planet.' This is intentional to allow in-system coloniation and population transfer.
'Is there a limit to the number of trade routes that can originate at a given system?' Not that I know of. I've had six routs running from Sol before (and four, if memory serves, AI routes running to Sol from various AI) at one time.
'1) The seti@home program conflicts with DGM. This has been noted in some previous posts and I have observed this myself. Not sure why though.' The problem occurs with any background time-consumption software, and doesn't just affect the DGM (Cygwin's system pipes, for one, are also affected). It has something to do with how they subsume the IDLE process, if I had to guess, which means that it probably isn't something that could easily be fixed.
In my experience, an item is built immediately upon being purchased. I recall using that and a surplus of money to terraform a class 11 planet to livable levels the turn it was colonized.
'Oh get real. Many games have open gamma tests, it just depends on your terminology. "Gamma test" is a _rarely_ used term. Most companies go direct from Beta to Final.' And it shows. I haven't seen but one or two games (or most other products, for that matter) that didn't need several months (or years) of patches just to become playable since Master of Orion, nearly 10 years ago. And alot more go through closed gamma cycles than you think.
I haven't examined the files enough to modify the starting bonuses, but yes, the AI should have the exact same benefits you do at the start of the game, modified as appropriate for their choice of starting abilities.