Are you able to upload the save? Otherwise, here is a post from Microsoft to enable controlled folder access. Have you tried these steps first? https://learn.microsoft.com/en-us/defender-endpoint/enable-controlled-folders
Illauna
I wonder if it's a custom ship list and/or an older civilization. What civilization are you playing?
I mean approval having a hard cap of 100% is pretty self explanatory. You cannot have more than everyone approve of something. It's not intended you get approval > 100% but someone claims to have done it. Could have been mods though.
I see now. I replicated it. Your suppose to research Warships which is very early on. This unlocks the Siege ship in the tooltip and allows you to build more. You use that to invade the planet. Either way, I'll forward it to the developers.
[quote who="Krhymm" reply="4" id="3955368"] I have the same problem with GC IV Supernova when I play the mission "The Opportunity" with the Drengin, one of the missions to achieve is to investigate the Planetary Invasion technology and I do not have the branch of technologies that appear in a free game with said race. <img style="cursor: pointer;"
GC3 and 4 is missing some of the ship parts of the previous games. I also think the file format of 3 is completely different. Its possible to go from 3 to 4 however if all the ship parts are in 4. Some of them are missing. The folder structure is a little different in 4 but it can be done.
Yeah, as Draver said its intentional. No one is ever 100% happy. There are diminishing returns after 96%. Its pretty severe so really no reason to push past that. Someone did claim to pull off 106%. I didn't see the save myself so I cannot confirm or deny. However, when your doing that your better off raising taxes or reducing or taking approval penalties for powerful bonuses.
IIf you look on the civ creator the names are not random. Its based on the blueprint. Cutting Principal is a medium Beam ship. If you research Kinetics it will change to a Concluding Principal. Also, there is an issue that battleships and larger have so many requirements they may not appear.
This is a known issue. To prevent clutter the ship designer only keeps one ship of every role. Depending on how you research techs your best design for a given hull size may have a different name. So lets say you have a cutter which is a Frigate (Small Hull) beam ship and you research upgraded missile weapons that are better than your old beams. If your going to let the AI design all your ships know that the name of those designs is going to depend on the weapons that it evaluates
I actually liked 3. I started with 1 on Sega and had a demo of 2 that only allowed you to do the Sol intro. I played 3 before 2. I kinda liked placing colonies I just didn't like that there was no real gameplay with that feature after that. Some of the new ships were kinda neat. Later I did play the full 2 and it was by far superior. Three was interesting that the colonies built ships so you had a finite number of ships. The downside is that it
Until this is brought into game you can go into Documents\My Games\GalCiv4\StoredCache. All the images that have appeared will be located here. You can also go into the game folder. Galactic Civilizations IV\Gfx\Factions\Cache\LeaderFGs as well I found this because I had a sweet clown picture I was looking for.
I can bring it up but wont be fixed until after Jan 2nd. No ETA though.
Volley is strong vs smaller ships because they have so few hp you will easily loose 1 ship per attack. Against larger ships with more hp that can be boosted any farther its not nearly as strong.
I checked the save and your not in the everwar. Doing some digging there is a dialog choice to the effect of. We will never surrender. That says you will be in a permanent war.
The question is what you would like to see? Your original post said the star wasn't showing the planets which it does now. At least how it was before. I do know there was some concern at some point that the star tooltip was giving so much information it was taking some of the exploration out of the game. It's gone back and forth and a few times disappeared due to UI changes but right now its in. I know with the Megastructures DLC it shows deadworlds and its importaf
Its working on the live build. There is a lot of information you can get without even hovering over the planets in the info bar too. - You can use the planets tab on the info panel in the top right so your not clicking every object. - If I click on a star I can see all the planets nearby. You can also look at the size of the icon. The larger the icon the higher the class. - You can also zoom out a bit and at a glance see what class the planet is. If it's a c
If your still seeing it without mods then please post a save.
I was not able to reproduce this. I tested with Baratak and researched Starbase Modules and selected Kindness from the ideology tree. All of these gave me actual constructors that allowed me to build starbases. As Zabik said try to play without mods to see if you can reproduce this. Some of the mods drastically change things.
This was a bug it should be fixed now. The star tooltip wasn't coming up.
You can also play around with StarSystemDefs if you want to create systems that have more planets. Keep in mind planets can be dead (class 0) or (habitable) class >1. PlanetTraitsDef is where it rolls the classes with weights. There are also other xmls that effect it. Overall its a rabbit hole if you want to jump in you can control a lot.
StarClusterSizeDefs MapSizeDefs StarQuantityDefs are just some of the xmls for playing this this. They do effect how the map geneates but if you go out of bounds than it ignores your settings. It takes a ton of tinkering if you want to mod it.
Galaxy Size is how big the pie is and Sectors is how many slices. The more sectors you have the smaller the slices they will be. The largest sectors will come from singular sector game. Gigantic / Several is 9 sectors Gigantic / Many is 16 sectors Large / Many is 12 There is some RNG involved with what size sectors appear.
The school has every right to enforce this. Its important to establsih the fundamentals because students also needs to be able to recognize when the AI gets it wrong.
I will be posting my replies to https://steamcommunity.com/app/1357210/discussions/0/4846527127880584199/ .
In regards to the issue reported. Jeff and Richard are listed in the FlavorText_StringTable.xml and UnitNamesText.xml as human male names. If your seeing it in your game then please provide a save. Soaking 100 turns and letting the game generate a number of human citizens I was not able to replicate the issue. Also, note any mods you maybe using as well as what version of the game your running and any DLC so it can be investigated.