Will the game provide for counter-espionage in the future? I haven't explored espionage all that much yet but will we, in addition to throwing money into efforts to infiltrate other races, have to throw money into counter-espionage in order to thwart other races attempts to infiltrate us?
magus
I've noticed two different twists on "the research bug". 1. Happens as described in Dominic Breeze's posting. 2. Happens if you hit a research anomoly that would put you over the number of months remaining to research the technology. What I've seen happen there is The technology is finished and is added to the list of technologies researched and the game then starts researching the technology that is on the top of the available technologies list. No pop-up ever appears.
Cari, It's my current game but the only saves I can give you are from after I noticed that the Yor had declared war on me. If you think it would be at all helpful I can send it to you this evening. Regarding the diplomacy screen: there were three major races left at the time: Yor, Arcerian and Torian. (This is the same saved game as the above.
Regarding the Eyes of the Universe FOW issue: Ctrl-R will refresh the FOW just like restoring from a save. I agree that this _is_ still an issue though. I've also encountered that games apparent fondness for the "let's arm the transports" UP event. Auto-pilot path-finding, in general, seems to need some work.
Here's three more things to add to the list: 1. I was allied with the Yor and the next thing I notice is that they are attacking my planets. No pop-ups of any type either them declaring war or no longer being allied. 2. The info about a race's economy and military power on the diplomacy screen seem to bear little relation to reality. I had the Arcerian race down to it's last planet and the diplomacy screen still said they had "average" military and "strongest" economy.
Any comments from Stardock, especially on items 2,3, and 10 - 18?
Brad, Your response then brings up two questions: 1. If I make a trade for, let's say, Love Mushrooms early in the game can I, now that I know how to make them, turn around and trade them to other races that haven't yet traded for them? The game doesn't seem to work this way at present. 2. Do trade goods give their benefit to the originating race? I haven't been able to tell.
I understand that diplomacy in the game is still in a rought state and is constantly being refined but I have a couple of questions: some I have raised before but not all. 1. In beta 2B all the alien races seem much more willing and able to declare war. Has something changed on this front since beta 2A? 2. Aliens, once they declare war, seem to be unable to say: "whoops, that was a bad idea". No matter how badly they are being pounded they AI will not offer a peace treaty
Jotun seemed to have the same problem. He alludes to it at the current bottom of the thread I started entitled: Beta 2B initial impressions
That's not the impression I have. Some of the one-of-a-kind trade goods seem dependant on a specific planet. For example: Love Mushrooms are discovered on a planet, you start trading them. The mere existence of Love Mushrooms in the trade channel doesn't mean that the other race can now grow them and start filling orders. Another aspect of the one-of-a-kind trade items that points in the other direction is that the race you trade the item to can not then start trading the it
There are two entries for EconomicCapital. The second should be PoliticalCapital. The stats for each seem to be correct but the incorrect header screws things up in the build queue.
It did that because it couldn't contact the Drengin server. You have to start the game directly from the GalCiv executable, without loading the DGM, when that happens.
If I had previous trade relationship with a race I am now at war with there is no way to stop trading the one-of-a-kind trade goods that may very well be helping them against me in the war effort. A while back I proposed that instead of having a trade good vanish from the list of available items when a trade is in effect that the color change instead. Then a subsequent select on the, let's call it "red", trade item would result in a dialogue box along the lines of: "Stop tradi
That's because the modules and art to do so do not exist yet. The tech tree is also incomplete. If you want to see what modules are available take a look at the coremodules.sbmodule file in your GalCiv data directory.
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. After the restore all the anomalies revert to the types available before Beta 2B.
Spoke too soon... 20. The AI still doesn't seem to grasp when it's in a war situation that it can not make headway in. It will accept a peace treaty if I offer it but it never seems to offer one on it's own.
Continuing... 5. The sound failed once on me. A save and restore brought it back. 6. The game crashed to the desktop when I clicked on the minor races tab. 7. Occasionally the "production done" sound effect would play but no window would pop up. I then had to hunt through the planet list for the ones that needed tending. 8. Alliances were a diplomatic option before the tech was researched. 9. The game locked up as a ship moved into position to
I know. I've been changing the starbase.ship file but I set it back to the original before updating to 2B to see whether it had been officially "fixed".
1. Starbases are still starting at 100 HP rather than the 500 they are supposed to. 2. Races seem much more inclined to go to war at the drop of a hat. 3. It seems to be harder to improve diplomatic status with another race. 4. I like the new varieties of anomalies that have been added. That's it so far. Cheers Magus
Soldiering is in the domestic stats area but if it gets above a certain level it vanishes from the display. :)
It is a treaty event. As far as I know the best status one can get without one side or the other proposing an alliance is "close". Once "close" status is achieved and if both sides have researched the Alliance tech then "Alliance" becomes an option on the diplomacy screen. There was a discussion earlier on what the costs associated with breaking an alliance were, the specifics escape me at the moment, but it boiled down to the fact that defaulting on a treaty alliance should h
In the last game I played I noticed that races that had been allied to the Terrans all of a sudden were not. No warning, no change in the events happening in the game, no pop-up. Between one visit to the diplomacy screen and the next the status would move from Allied to Friendly. The degradation of Allied status should at least warrant a pop-up message alerting one to the fact.
Re: Terraforming "That may be true for some, but I find it not the case. It all depends on ones playing style." At least for me, in anything other than gigantic galaxy size, The games I've played so far are very close to being over by the time I have terraforming researched. Lately it's either through an allied win or by having my head handed to me by the AI. LOL Cheers Magus
The earlier suggestion was for the Star Base to provide access to a controlled wormhole. Same end result. The problem with abilities on this level is that while they may be neat ideas to add to the game they may be sorta beside the point once you actually have the tech to create them. Terraforming is pretty much in that situation at present. By the time you can actually do it you can probably do without it as the game is pretty close to being over.
The ability to create a jumpgate, ala Babylon 5, could be another evolutionary track for a Star Base. It could be a single purpose type of Star Base that when a ship moved onto the jumpgate a menu pops up that allows the ship to appear at another jumpgate. They would be expensive and restricting traffic through the jumpgate would be problematical as I wouldn't imagine a construct of that size would be something one could just turn on and off at a whim.