Morale is the main limit. Exceptionally low morale will stop populations growth. Planets do, as Brad just mentioned, have a maximum limit, but with high class planets, it's usually difficult to keep morale high enough to reach that point. (For reference, I've had a class 31 with a population of roughly 45 billion in beta 1D, and morale was what limited the population there.)
Arturus Magi
Ships on autopilot move after you manually move one ship. That's always been the way it works.
'BTW the level of democracy should also feature in the morale figures for the planets. The more freedom the happier they should be.' It already does, indirectly. It also make it easier for you to get people mad at you though.
If I'm right about my factor, with all three repair techs and Organic Armor, repair rate would be somewhere around 7.25%, so you'd need around 13 turns to fully repair from 1 HP for any ship with more than 14 HP (which is still a significant improvement...without them, it would be 20 turns for any ship with more than 21 HP). I can't say that my guess is particularly accurate right now, though, as in my experience, ships that take more than five or six HP damage end up destroyed instead
This has been mentioned before to be exatly that. Diplomacy only opens once the ships of two races meet, not when you find one of their planets. That was not intended to be the case, but for the moment, that's how it works. If you want to speed things up, you could try sending out a relatively worthless ship to the AI planet with one other ship, then trading the 'useless' ship to the AI. On that AI's next turn, they should open Diplomatic channels (although you need to have researche
The idea is that speed, weapon, defence, and HP imporvement is supposed to be a relativly insignificant change for the lower class ships. A Survey ship (base 6, IIRC) with +50% to speed gets a +3 move. A Colony Ship (base 2) with the same +50% only gets +1 move.
I don't know about that.... I've had _4D_Entrance down to six turns research time a few times, and that was before the Starbases were added....
'Never heard of the second problem.' Something else that can cause that is if they're right on the balance point between having a positive or negative income. Once they drop below -500 bc, all forms of spending other than tributes and loan payments stop, so they would suddenly have a lagre positive income. As soon as they get back above that point, other forms of spending resume, resulting in the original deficit spending to reassert itself. I accidentally put myself in that
I don't see any of those errors here, although I did have a couple of 'String not found's when during the one day before the official build. Reloading save games works fine, if a bit slowly, and the strings on the economics screen are all present. I haven't had a chance to upgrade a starbase yet, so I'll have to check that later.
'Starbases should either have a greater inate repair capability' IIRC, that's already the case. Repair rate seems to be a percentage of a ship's max HP without experience factored in. It just happens to be a relativly low percentage. Somewhere 5% or so, I think.
Morale doesn't update on the planet/system list either. All of the lists still seem to be affected by some update problems, although the ship list is much better than it used to be now.
'Anyway, I got a game to hang and hog the cpu...it was on colonizing a system:' I don't run into that problem here, with the multimedia files installed. 'Um, well, I didn't think that anything I did allowed you to cancel mouse clicks, but I was working on keeping controls from not giving up the mouse focus, so maybe that did it. I'll have to see if it's always possible to do that now...' Concerning the mouse things, it works, but it tends to look strange. Buttons stay
'And one bug I forgot to mention before: When a race has a negative credit balance, they're willing to give you tons of money that they don't have. I got 15000 credits off the Altarians, who were already 760 credits in the hole. I noticed that the races with positive balances wouldn't go into debt for me, though.' I noticed this once before, but I'm not sure it's entirely unintentional, because races in that condition don't pay tributes with terms greater than 1 turn.
Just as a note, the sound problem appears to have cause my system to crash for the first time. The research screen came up, the after about 15 seconds the sound died out, and shortly after, the game halted.
'- I saw the Drengin planets a good number of turns before I could speak to them. The speak to button appeared in their systems, but they weren't on my diplomacy splash screen.' Right now, only ships trigger the diplomacy screen, IIRC. The Speak To button does work with major races that you don't have normal diplomatic contact with yet. '- Clicking on a planet occasionally lowers the displayed morale from the system screen by 2.' It's not actually changing the morale,
This happens on almost any setup. The sound just randomly dies, with no ill effect to the rest of GalCiv or to other sound devices/players. (Yamaha OPL3-SAx on 98SE here)
I believe that's the proper behavior if View Enemy Ship Movement is on. It didn't happen in beta 1 because it frequently didn't show enemy ship movement regardless of the setting. I can't say for certain if that is the change that's causing this, though
This is already known, in part. The recent addition of the ability to colonize in-system causes that. I would assume that it was not intentional that the planet would end up with a population of 0, but attempting to adjust the population either causes the ship to launch normally or fails to take effect.
'We, as Beta testers, are doing a service to the gaming industry by giving our time, effort, and talents to make their games work well for release. We are compensated by the industry by being allowed to test out the newest and coolest software.' As much as you may believe to the otherwise, that is almost never the case. Beta testing, by and large, is either done in-house, or by paying customers who volunteer to help with the near-release testing. In those few cases where the p
'I have not seen any crashes when selecting any of the Achievement or Wonder improvements, but I also have not yet seen any affects from them either. I don't think the code supporting them is completed yet.' Some of them work, and some don't. EotU works, but only after saving and reloading. Most of the Omega achivements work, but only on the planet they're built. The same goes for the 'capitol' achievements. Tir-Quan would only have a visible artifact of it's
'But did it give a popup telling you about it?' The same dialog comes up with a route number instead of 'Route 0.'
'But did it give a popup telling you about it?' The same dialog comes up with a route number instead of 'Route 0.'
'5). The game is supposed to autosave on January of each year. Can you take another look and see if it is? Also, I thiink someone at SD said they were going to make the autosave interval selectable.' That appears to already be the case, you just have to manually edit the prefs.ini file right now. The default, last I looked at it, was every 14 months.
'If you receive 100 in taxes and your government spending rate is 70%, there should be 70 assigned to expenditure and 30 in savings. If you change the expenditure rate to 72%, 72 and 28, yet that just isn't the case.' The expenditure ration is not a percent of income, it's a percent of total production capacity. 'I'm not really sure I understand the trade screen either. When a new route is created you're told say 10 credits on average per month. The trade screen then shows, 6/7
I can't say for certain, but right now most of the high end techs are just placeholders, and Beyond Human is probably one of them. Galactic Peace and Galactic Domination shoul also win the game when researched, but they're not implimented yet either. That was probably set that way so that tech win conditions could be tested.