Not my survey vessel! Noooooooooo..... Seriously, I hope that the "event" doesn't happen during colonization, where I spend every dime of military toward colony ships. I would hate to have to build a new survey ship, and the bonuses you get from it early in the game are important.
Bert Bellomo
They could have traded for it. Since weapons theory is new, however, it should be looked at to make sure the AI didn't skip it.
One improvement I would like to see is to have the AI not show everything they own on the trade screen. The AI should hold back (not show on the trade screen) their highest techs and most valuable ships, especially to a race that they are not at least friendly with. I would not trade Avatar tech for anything, since it could put me at a disadvantage down the road if a stronger race can build them faster than I can. I also use the trade screen to figure out where the other races are technologic
If the people stop working at -$500, what happens when you're -$10000 in the hole (like I've seen some alien races in beta 2)? ;)
I don't have a saved game, but I'll be on the lookout for the problem reoccurring. When the ships disappeared in my game, they totally disappeared. The green selection bracket was not there, even though it seemed to be moving normally. As a matter of fact, when one of the ships moved into an anomaly, I got the popup telling me that the ship can not explore anomalies. After a few moves, the ship reappeared. Hope this helps.
Cari, I don't know if this is related, but I had some ships "disappear" for one or two turns. The ship was selected if there were moves left, and I could move it (the "moves left" indicator decremented properly, but the ships were invisible. After a number of moves (about 6 or 8), the ships became visible again. At first, I thought it may have been the "monsters" Brad mentioned in one post, but the ships were there, just invisible.
In a recent game, there was a UP vote to allow Transports to have weapons (attack of 10, I think). Whenever a transport was in route to its destination on auto pilot, if it encountered an enemy ship in its path, it would attack the enemy ship and get destroyed. I have no problems with transports being able to attack manually if I chose to. I think that transports should not drop out of auto-pilot to attack enemy ships. I actually would prefer that NO ship should drop out of auto-pil
"Although this does not make the ships "convoy" at the same speed, it is helpful to move many ships to the same location" The problem with this, as other people have mentioned, is that different ships move at different speeds. It is impossible to protect the transports in auto-pilot, even when the two ships leave from the same coordinate, have the same speed, and arrive at the same coordinate. If any enemy ship is in the path, the defending ship will go out auto-pilot and attack the en
Cari, When will we see the next update? I saw in another thread that beta 3 will be in November. Will there be any interim updates that include the negative moves fix? That bug is making each turn quite long compared with previous versions, since one more more ships have a large number of moves.
I noticed that when I restore a saved game, a 200 bc tribute is added to my spending. I am not paying tribute to any race. This goes away after one turn, but the money is lost. Has anyone else noticed this?
What is the best way to submit a saved game showing a bug? I have one where my treasury goes from $266 to $572 million in one turn (when the GNN window pops up), then down to $114 million in the next turn. It looks like a problem with a pointer.
In OS/2 Galciv, the class of the planets greatly influenced the time necessary to achieve an improvement or to finish a ship (higher class planets had an exponential increase in production, etc). I noticed in the beta that a class 18 and a class 26 planet take just as long to finish Soil Enhancement, for example. Will future betas work more like the OS/2 version? Otherwise, there's not much point to trying to colonize the best planets. ;)