I do run into problems wirth the bink movies, but only if I don't reboot before starting GalCiv, so I'd have to guess that it's a symptom of being stubborn and playing GC on a computer that is (occording to the listed reqs) woefully inadiquate for the task.
Arturus Magi
'I've also heard reports on abusing the trade X amount for Y months but don't remember specifically how that works.' It's a simple overflow on trade value, from what I can tell. Any arbitrarily large trade could trigger it. 'Technician, there was lots of discussion about whether your x million soldier or colonists WOULD let you sell them.' I really have to agree with Technician on this. Everything should be tradable under the right conditions. The question should no
'Freighters now don’t get a shield icon off-planet which doesn’t help in locating them. When browsing via the Galactic screen (which I often do).' The shield is for defended planets. Freighters have no defense, and as such do not register for that shield icon. 'I can see part of the mining choice screen in the background.' 'Keyboard/mouse focus problem?' According to what Cari said in another thread, this seems to be caused by another window that has the focus being h
'the influence upgrades affect adjacent sectors (at least, they did the last time I checked).' I don't think the influence upgrades do directly affect adjacent sectors, but the spillover from high influence may make it useful even without much else in the sector.
The maximum tribute already seems to have been set to 9999bc/mo. I reported this same bug a while back (at the time I was using 65536bc for 65536 mo., which comes out to the exact value I noted above) and the next beta wouldn't let me request a five digit tribute. I didn't think to check the duration, though.
'this bug didn't work with minor nation' The bug does work with minor races, you just have to use different numbers. The value of a trade is influenced by the diplomacy rating of the AI and your diplomacy. Trade ratings may also be a factor (or at least Brad suggested that the Mercantile party did get a bonus on trade via diplomacy a few betas back).
'(Military queues would just keep producing the same ship, right?)' In my experience they do not. It empties, just like the social queue unless you have an actual active military governor.
'CTD This has happened to me a couple of times. In both cases, I accidentally selected the Minor Races diplomacy tab when the Minor Races had ceased to exist. I figured there was no error trap in place for trying to display a screen that no longer had any data (or had random data) to link to its output fields.' I haven't tried in beta4a, but judging from past behavior, the tab should have disappeared when the last minor race was conquered. If that tab was the last one selected, tha
I'm getting little thrashing here with only 96 MB RAM on a gaigantic galaxy, except when bink animation that isn't regularly displayed loads.
'3) I think that you might have left a few words out of that sentence, because I'm missing your point.' He means morale is very low in the early game, something I've noticed myself, but usually not had much problem correcting.
'how does work the good/evil in the game... after choosing 3 evil choices i became evil and so after that i always choose good choices and never became good or neutral again...' Most events don't have a very big influence individually, and the evil choices tend to have a larger influence than good ones. I have gone from good to evil and back to neutral. Evil to good is hard part because only colonization events and one or two of the other planet based events can cause good inf
'User interface - diplomacy with major/minor races should be on the same page. What is the diff between the major and minors anyway? My minors routinely colonize, build wonders, etc.' They can't be on the same screen because there isn't room. There can be up to 24 minor races, counting the pirates and the space monster, if the conditions are right. The main difference between the two is that minor races don't count for game conditions, and that minor races don't colonize outsi
The problem isn't specifically that it's a planet, it's that the value of the items you're trading overflowed the datatype GalCiv uses for it. Trading 1bc a month for 4,294,967,296 months would accomplish the same thing.
'i think it's more feasable than change the galaxy generator in the game...need less change on GalCiv if they create a map editor' Not really. The 'map' editor just needs to save out a turn 1 save game instead of a map.
From what I understand, it wonn't actually be closed unitl the first gamma
This has been reported a few times. What appears to be happening is that the game isn't switching to the second tech you gained when the second research complete screen comes up, so it thinks that there's still anoter research complete screen it needs to display, and ends up in an infinite loop.
Not in the game, but the definition files are all plaintext. As long as the file structure is correct, you can add more files with new ship/tech/etc. definitions and GalCiv will recognize them (exception: the UI isn't in place for more than six political parties, and the default definitions already specify six), although in some cases they won't be available in a saved game from before the new definition files were added.
On the subject of performance, I see mid-to-late game pauses, but I'm also running this on a CPU 400 MHz and three generations older than the listed minimum reqs, and with a shortage of 32MB RAM on top of that, so I can't say appearances on my end really hold much weight. Even given the noted handicaps, I haven't had a wait of more than 30-45s between turns that wasn't caused by being stubborn and trying to watch all 900+ ships in sensor range move. 'The OS/2 governor's window
You have to be online when you finish a game. If you are, and GalCiv can detect the connection, it should prompt you to submit the score when you reach the summary screen.
'Are you sure you have seen a class 1 planet receive any increase in class since build B3 came out?' In the case of the class 1, it's flawed math on my part. I haven't seen a class 1 improve since the morale resources stopped improving planet quality (which was B3D, or so, IIRC), but I also haven't actually finished a game since about that same time frame. New versions have been popping up too quickly. The rest of that statement should be accurate as written. 'I have
A number of techs also give +10% Hit Points, and there is one anomaly that gives +1% Hit Points, IIRC (and if there isn't, I may make one when I get around to adjusting stuff I've been poking at to Beta4A).
'Generally, what I'd like to do that I can't do now is hit the turn button and Alt-Tab away to other things. Windows seems to start to respond by putting up a reduced-size task bar, but the resolution doesn't switch back up to my normal desktop resolution nor is the display cleared until the turn processing is over.' Task switching from GalCiv doesn't cause this problem for me, although CTDs do occasionally do so in both GC and Diablo II. Might have something to do with the fact that t
'soil enhancements is +1 to class as is habitat improvement...so a 13 class planet can become a 15 fairly easily. I do colonize all 14s. Sometimes the 13s.' This is only true for planets of class 10-14. At 15, Soil Enhancement and Habitat improvement provide a combined +3. At 20, they're +2 each, and at class 25 a combined +5. Going in the other direction, at class 9 they provide only a combined +1, and at class 4 they provide no benefit whatsoever until terraforming is also b
If you wish to colonize low class planets, either build low population colony ships early in the game and don't send them anywhere until you have most of the morale techs (and preferably terraforming, as well), or rush-build colony ships on the colonized planet to get people off it. Generally, they are more trouble than they're worth, but I sometimes colonize planets as low as class 6. On anything below class 13, you don't want a population above 100M until you have all the mor
'Don't concur with bug out and systems default to someone .. leadership may flee to some island paradise, but then civil strife usually follows not we join you cause we like you better.' This does occur under other conditions. Poor morale can cause rebellion. Underwhelming culture can cause defection. In the case where both exist, defection is the usual result.