In the game I'm playing now, I have a range of 7 from the closest colony with a survey ship (3 with a colony ship) in a gigantic galaxy. Incidentally, I'll agree that some balancing in needed with ranges. I had my survey ship with a range of 3/4 of the galaxy before I had even encountered any alien civs or researched a single range increasing tech.
Arturus Magi
'*DEBUG ERROR: *** Too many tech requirements for tech Battleship1. Unable add ID 102. ***' The only time I've seen this come up is when trying to load a 1Y save in 1Z. It seems to relate to the change in the three 'Gravity' techs.
'Miscellaneous: 3-6 added to my list' For #4 (Soldering dissapearing from stats screen), I strongly suspect that the actual cause is Soldering exceeding +999%, which I've reported in the past as causing the stat to disappear from the screen entirely. (Last report of this was in beta 1E, where I had Soldering up to +2430%, according to the invasion screen.) I have all of the stats at +10 or higher in my current game, and other than the 'string not found'/range juxtiposition
'Ugh..that's bad. The reason that the arrows don't stay is to indicate if you can scroll or not. So it's still not refreshing the project lists correctly when you switch planets? Are you using the the arrows at the bottom of the screen or clicking on the entries in the planet list to switch between planets, or does it happen either way? ' The lists refresh, but the list window's position remains where it was, and if the list has less than a full window's worth of items, the arrows disap
'-sound is lost, followed by a crash' I've never had GalCiv crash this way, but the sound does usually go out after five hours or so. And forcing the scroll arrow to always be present on the Social Improvements list would be helpful, as I've had the window stuck with nothing present because only three items were available in the list, but the list window was down where the 12th item would have been because of the previous planet's list.
I haven't seen this here, but then again, I tend not to buy improvements with special names, whether or not they are actually special. Perhaps someone should try purchasing a Wonder or Achievement and see if it's something specific to the 'one per' code. (I can't in my current game, but once I get a few days farther in, I'll try if noone else has.)
Many of the items there are, from what I understand, already on the to-do list. Prestige, I believe, refers to influence, and is not yet implimented. Domestic Polocy - Stats, I believe is actually another bug you're seeing. In the past, if one of your stats exceeded +999% it disappeared from the Stats screen. Pre-Trade Goods, Soldering was the only one that could actually do that, and even now it would take an insane amount of time to get anything else beyond that point.
As far as MoO2 goes, there was the Antarans (which, incidentally, was how I usually won the game. Half the time, it ended up with two or three races left, myself usually with a massive tech advantage [I actually had one game where I had Hyperadvanced Construction 121, simply because the signed short ints kept me from being able to transfer the scientists back to other jobs usefully], and one with a fleet large enough to keep those tech advantages from being employable.) That having bee
AFAIK, they were never given a value in trades, so although you could trade them, you'd never get anything out of it. (The last time I tried to trade influence points, I couldn't get a 10bc return on 20 influence.) Apparently, that is not the case now.
Using this DGM update, the same symptoms appear here. What seems to be the cause: After looking in the %DGM%\data\gc1 directory, the gc1_Multimedia.xml file is exactly 11 bytes, which is too low for a properly formatted blank XML page, much less one with actual data.
As far as the change in the ship's stats goes, that appears to be normal. The game keeps track of a ship's experience when saving, but doesn't correctly initialize it's level when loading. Each ship that specific ship destroys will get it a full level until it's back up to its proper level. I seem recall something about this being mentioned a while ago, but I'm not certain about that.
This symptom has been noted in another thread (with a few other situations that result in similar oddities notes by me). The ship HP in particular is the only one that would have much frequency though.
.... Remind me to figure out what's causing my computer to think I'm double-clicking when I press the left mouse button....
That would seem to suggest that the installation failed somewhere. If that's the case, you probably will need to redownload the base game (5.3MB, IIRC. Takes about 30 min on a 22.4kbaud connection). You don't need to download the multimedia unless you want the background music, animated planets, and the other flashy stuff.
That would seem to suggest that the installation failed somewhere. If that's the case, you probably will need to redownload the base game (5.3MB, IIRC. Takes about 30 min on a 22.4kbaud connection). You don't need to download the multimedia unless you want the background music, animated planets, and the other flashy stuff.
For the specific issue of the approval rating, once you have a high trade income, you could drop taxes to (near) zero. That will increase your approval rating and all of your planets morale ratings. The downside is that population growth is also tied to morale, and as your population goes up, your morale goes down, and as your morale goes down so does your approval rating. Another solution: Load a bunch of troops up on transports or colonists on colony ships, then just don't m
The autopilot failures still happen here, although in this build it seems to pick up all the other ships if you force something else to move, instead of failing every third or fourth ship, as it did in the past.
Several other fields do that too. Populations over 9,999.9b don't display correctly on the main screen either, although that is a particularly extreme example. Soldering did that on the invasion dialog if it managed to exceed +999%, at least in the last build. Something similar but not quite the same also used to cause abilities that exceed +999% to dissapear from the Domestic Polocy/Stats screen in the last beta. I haven't had a chance to check if either of these still happen in 1Y
The techs in the archive appear in the order you researched them, from what I saw. As for the tech costs, I have had 4D Phasing, which is only two steps before 4D Trans., IIRC, down to 40 turns to research, and that should go down faster once more of the other techs' respective improvements and effects are implimented. The research costs for the near-win techs are probably supposed to be years/decades long, for what it's worth.
I usually play in gigantic galaxies, and only the EotU FoW bug is fixed by reloading. The other FoW oddities (wormhole anomolies, purchasing ships and colonies from other civs, etc.) continue to propigate after a restart.
Well, just to have more information for them to poke at, I have found that it starts updating properly again after saving and reloading the game, but ships that were lost under the FoW don't reappear again until they move back out into another sensor-source's range.
I just finished building the Eyes of the universe and the 'out of sensor range' fog of war stopped updating properly. Newly launched ships/newly founded colonies still update the sensor ranges (without the benefit of EotU in the case of colonies, not sure if that's intentional). Ships that are already in space don't update the 'sensor' FoW when they move anymore. The 'unexplored' FoW does still update, however. I haven't reloaded the game yet to see if it's a temporary
That's why I specifically go for colony ships (and later in the game, transports). More colonies for me, and I don't have to spend my entire treasury and give away all of my technological advantages to do it. I let attrition deal with the combat vessels.
If I could get things running at the same time GalCiv is, I could conjure up some raw memory hacks, or possibly even a trainer program, but at the moment, GalCiv tends to develop problems if I try. (For reference, I'm rather certain that this is a problem with my system, rather than GalCiv, and once I get my other computer running properly, I'll try again on it.)
Make the headhurting stop.... :D ('Twould seem that the universe is a weirder place that anyone could imagine.)