I'll second the comment about needing some detailed explanation for how morale and influence affect things.
magus
Re: magic formula Read the first Foundation Trilogy by Isaac Asimov. Not necessarily happyness but being able to predict with a resonable amount of certainty what events will take place and when in a society.
I'm happy if I can keep morale on a planet from falling below 40%. Anything else is gravy.
In Beta 3Z1 the impact of cultural influence seems to be much more balanced. No longer do alien planets start coming over in droves but if I work for it, through improvements and Starbases it has an impact.
It seems to follow the Terror Star.
Jack, that's an interesting suggestion but it's one I wouldn't object to in the slightest. The AI can win through any means it has available but the human player is restricted by choices made at startup. I like it. ;)
I think the game would benefit from the ability to disable any and all victory conditions at startup. For example: if I'm going for a military or tech win I don't want to be short-stopped by a cultural win. Obviously you would have to leave at least one possible victory condition, which would probably be "last race standing".
I finished the game I started on Beta 3Z and have some more comments so I'll just continue the list I started above. Bugs: 11. At one point in the game almost all my planets showed up at the end of the turn with no resources available. This a few turns after I restored from a save and it was as if I had set my spending slider to zero. Pulling up the planet summary display (the one you get by whacking the planet button) and double-clicking on a planet got rid of the "no resou
One thing I hadn't noticed before is that once a Starbase becomes a Terror Star your only option is to move the thing or disband it. Once a Terror Star becomes active it should get the buttons which allow you to place it on Senty or Guard status, at the very least, if not inherit all the options that a regular starship has visible if you select the "more info" button for the unit.
By building up the defense through other means I assume you mean installing the defensive upgrades to the Starbase. I remember you mentioning that a Terror Star under construction would look visibly different from a Starbase so I just assumed that the additional graphics to show that were not yet in place.
I'm going to break this into two sections. The first section will be primarily bugs the second will be observations on game play. Section 1 - Bugs 1. The AI races still aren't using the same tech tree as the player. The AI seems to be able to bypass the "Theory" techs at the start. 2. The Fog of War problem is still around. Whenever my range increases, due to colonizing or trading for a planet the FOW doesn't refresh properly. Ships still vanish beneath the FOW. A Ct
In my first game in Beta 3Z I managed to complete the construction of a terror star but it seems that there is still work to be done on Terror Star capabilities. The graphic changed and it now has a movement of 2 but attack is 0, defense is minimal, and sending additional constructors to it does nothing. A quick peek in Coremodules.SBMODULES tells the tale. There are, at present, no more modules to add capability to a Terror Star. BTW - These things are expensive. I
I have archived the saved game if anyone at Stardock want to take a look at it.
I had just hit the save button when the game dumped me to the desktop. When I tried to reload the save game it seemed to load correctly but once the main interface screen came up the central part of the screen - where the main map is - was just a wash of red. Here is the relevant excerpt from the debug.err file. SmartException isn't working for me. Debug Message: Scanning Models. ASSERT ERROR in file g:\projects\pear\source\model2d.cpp at line 2400. Debug Message: A
That may be but if I go to the diplomacy screen the Bradian's are now at war with me and no one else is. Do you mean that they are selecting the wrong race to send their declaration of war to? If so then I think the proper response to that is "whoops" :)
In my current game in Beta 3E I just had the Bradian's pop up a message that stated: "Your continuing war with the Yor Collective is endangering our economy therefore we are declaring war on you" The only problem is that I'm not at war with anyone let alone the Yor this declaration from the Bradian's is the first war of the game. I'm confused.
There are all sorts of things that don't get reset properly if you don't exit the game completely before starting a new game.
Cari mentioned the extra autosave a while back. When the game autosaves it makes a copy of the previous autosave first. In order to access it you have to swap the one set of files for the other.
What are the factors that influence which way an election will go? I assume that there are factors and that it's not completely random.
Brad asked: > Did you download the updated build from Saturday? I downloaded the build for the first time on Sunday afternoon. I then applied the patched galciv.exe that you you referenced in your posted entitled: "Saturday GalCiv build". In four games on Sunday I had 3 crashes to the desktop, all at different points in the game with no common thread between them. Nothing untoward showed up in the debug.err file. I _really_ wish I could get SmartException to work
Aside from multiple crashes to the desktop with Beta 3D I like many of the things about this release, the improved ship list chief among them. The changes in the minor races though are killing me every time. I'm not sure how the minor races are doing it but they seem to be able to send out an endless stream of colony ships and since they know where all the habitable planets are that gives them an incredible advantage. They spread like wildfire. The minor races don't seem to s
There is some weirdness associated with starting a new game without completely exiting the game back to the desktop. If you only go back to the main menu and restart a game things can get funky. I reported this a while back in connection with starting a new game after just finishing a game. The "fix" from Stardock seemed to consist of making sure that the game dumped you to the desktop after finishing a game rather than taking you to the main menu. My guess is that things are
What has happened to me is: A ship will move, usually on autopilot, from an area that has no FOW into an area that does have FOW and the ship will literally vanish beneath the FOW. If the ship ends its movement under the FOW it stays invisible. A Ctrl-R or a reload will "fix" the problem. This doesn't happen all the time but it happens often enough to be noticeable.
You can also hit Ctrl-R to refresh the FOW.
It's a known bug in Beta 3.