Arturus Magi

Arturus Magi

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

If you mean the stacked ship list, I mentioned this a few betas back (the beta2 PR, to be specific). It isn't as regular as you state here (I've had it pop in and out of existance in the same stack of three ships before), and doesn't affect anything that I can see other than whether the down arrow appears.

8 Replies 168 Views

The morale improvements seem to adjust thhe base morale, which on a planet with a high max population, like a class 31, could cause these high swings if the current population is very high but not yet at max. The morale still drops in the same amount relative to the population increase that it would without the improvements, they only affect the final morale, not its delta. If you want to test this in an extreme ssituation, you could always create more terraforming improvements

23 Replies 964 Views

'If as you describe it a ship can colonize a star in the same turn that it completes its move points in a tile next to a star set as a destination then I would call that a bug. Perhaps you should verify this somehow, with saved games and such that you can send Cari.' It seems that this is the way it has been working for a while.... I know that it worked that way in 1Y, and I seem to recall that it did in 1E as well. It seems to apply to any ship that is destroyed at it's destination,

35 Replies 465 Views

The only unfair advantage the AI gets (AFAIK) is the one written into the story. The other five major races have been around since long before mankind could sail the seas, much less the interstellar void. As such, the AI knows where all the good planets are. The only thing that was halting colonization was the lack of lightspeed travel, which humanity invented just before the start of the game. The AI settings determine how well the AI plays, possibly including how it chooses

2 Replies 125 Views

I have no (obvious) problems with the auto-save here. I have had the game crash out in the middle of a normal save, though, so it could concievably be an issue somewhhere in the (auto-)save code.

9 Replies 143 Views

Doing things your way can cause a one turn delay in colonizing the star. If the ship is set to go directly to the star, it only has to reach the tile next to it to colonize that system. If you ssend it to a tile next to it, you need to have one move left to manually colonize the system. The same applies to transports(and constructors, but there seems to be a bug there at the moment involving this which may change that functioning). That having been said, I don't see this issue here,

35 Replies 465 Views

'Research announcements are now at least a month behind development of the discovery. i.e. the turn before announcement you can check the research screen and the one you were researching is gone and you can select another item. However the next turn when the announcement appears the Months to discovery hasn't changed on the new item even though a month has gone by.' This happens only if you finish research through an anomaly, and research on the next item does progress when you hit the

9 Replies 143 Views

Hmm... I'm fairly certain it's come up higher than that before, but that could be a change in one of the last couple of updates too. The 51% is the highest I've personally seen occur, and that was why I used that particular value the first time. Something concerning planet class I just thought about that would suggest that rounding would be a good idea though. What exactly happens when you choose the good response to the earthworms event on a class 1 planet? Class 1's are al

13 Replies 341 Views

That would seem to be, but some of those errors are redundant to the point of being self-correcting. I don't know about XenoManipulation specifically, I'd have to closely study the tech tree, but I have noticed that a number of techs have requirements that shouldn't be there because they're already pre-reqs for other pre-req. techs. The _D_Phasing techs in particular do this alot. _3D_Phasing has two pre-reqs, one of which is _2D_Phasing, and the other has _2D_Phasing as a pre-req. I

11 Replies 147 Views

The sliders don't work yet, but the keypad + and - keys do (or at least did) adjust the global sound volume, and they do have entries in the perfs.ini file, and as such might be adjustable there.

14 Replies 237 Views

I saw one AI ship move past it's max move here too. It seems to occur when a ship attacks at it's maximum range, which causes the ship to have -1 moves available, and apparently the code isn't consistant on whether that number is really signed (-1) or not (+255/65535/2.1M, depending on whether that is a short or not). I have not had that oddity cause a crash though.

9 Replies 153 Views

'Some instances of typos can affect the game play, such as errors in the tech names, since some of the improvements refer to the tech names instead of the tech IDs. This is not the case with this particular typo, however.' I didn't see any typos in the .TECH file that weren't commented out last time I looked at it. Errors there could have an effect though, if there are any.

11 Replies 147 Views

The sliders don't always properly account for morale when they are adjusted. Treat it as a rough approximation. If you click the tab at the bottom of the screen again after adjusting the slider, it updates to results that are more accurate. The fine tuning problems are mainly because the slider only has 100 settings which depend on your empire's fanancial and morale situation, and it can be hard to stop on some of them if you don't use the arrows instead of the slider.

2 Replies 129 Views

'Rather than saving the remander, what I suspect they do is save the original planet class and the total percent improvement' Either method should yield the same results, when taken step by step, as I did. And you're probably right as to the actual method. I will yield to your math on the results. I should stop trying to do odd multiplication in my head...it usually doesn't work. -.- As for whether planet class should be rounded or not, I don't know. It would allow

13 Replies 341 Views

It just adds to the social improvements, judging by appearence. And you're correct that rounding doesn't occur, but (as you note yourself earlier when you pointed out to me that class 31 planets come fro ma base of 26, not 27 as I had originally thought) when you build another improvement, the remainer does factor in. A class 8 with just Soil Enhancement is still only class 8, but when you build Habitat Improvement, it does go up to class 9. That class 8, with the eart

13 Replies 341 Views

In GalCiv it generally works out the same, but the two aren't always equivalent. Starbases don't always generate influence, nor do all sources of influence operate as a supply source(in most games, this particular facet isn't present in GalCiv).

8 Replies 208 Views

'I'll second the observation on the anomalies. The nice distribution of the new types of anomalies goes out the window the first time you restore from a save.' It appears to have something to do with the anomaly definitions that appear in the same file. None of the base anomalies change, and the ones that do change change to the first anomaly in the file they are defined in.

8 Replies 211 Views

And, no, I didn't notice it wasn't pisted directly at first. 8P Anyway, I have noticed that frequently problems posting happen because the cookie for the GC site isn't working correctly for some reason. When that happens to be the cause, logging out and back in usually allows you to post again.

8 Replies 208 Views

'First, what does a planet's class mean, exactly,' That is an estimate of a planet's habitability. 'and what determines how a planet's class increases over time? That is, what can I do (if anything) to encourage the class to grow?' Building things to make the planet more inhabitable. 'Planets that start in the high teens or twenties seem to gradually increase their class throughout the game while planets that started out below 16 or 17 tend to never progress b

13 Replies 341 Views

'13. The scroll buttons on the social projects window on the Planet Detail screen still don't work.' To add to this, the game doesn't always match the project to the correct project information on the Planet Detail screen. It does appear correctly without fail on the Build list.

11 Replies 301 Views