I like Evil Roy's idea, but PLEASE just give us ANYTHING that allows us to build some sort of factory that doesn't take 500 turns to complete.
Publius of NV
I've been going to MyDocuments/MyGames/GalCiv2/ships and deleting all the files there. It'd be nice if there was a way to do it in the game.
Yes, I reported this in the big Beta5 bug thread and sent screenshots to gc2bugs. Since I'm using an ATI card too I'm wondering if it's driver related. Has anyone NOT using an ATI card seen this problem?
I've reported several odd problems that happen when you start one game and then start another without quitting GC2 entirely. Sounds like you've found another manifestation of this problem.
I attacked minifreighters on a trade route. Now there's a "phantom" minifreighter on the route, that displays on the map but cannot be attacked and does nothing if you click on it. I suspect the trade route has been terminated (too risky etc) but the game is still displaying the route and the minifreighter. I'll send a screen shot and saved game to gc2bugs.
Saved games aren't usually compatible from one beta release to the next. I always erase mine when upgrading.
Two troop transport modules doubles the number of troops you can load. I haven't tried 2 colony modules or constructor modules.
Ashbery76, what intelligence level of the AI are you playing? I've seen one of the AI (don't remember which one) on "Normal" build a fleet with 2 small attack ships to protect a transport.
The Yor invaded one of my planets with an invasion tech (can't remember which one) that destroyed one improvement on the planet. When I retook the planet the Starport was gone, and there is no way to build one, it doesn't appear on the improvements list. I know this was reported on a previous beta, just want to let everyone know that it's still a problem.
UPC event on a Starbase tax - "What perminent starbase tax should be enforced?" "perminent" is mis-spelled.
I don't know if it's an error in the manual or a bug in Beta5, but the manual says that the "Smart Drones" modules becomes available for Economic starbase with the Advanced Computing tech (mis-spelled, by the way, as "Advaned"). Anyway, in my latest game I have the Advanced Computing tech but the "Smart Drones" module is not available. Is Xeno Facotry Construction also required?
I agree, I suggested something similar a couple of beta drops ago. And it's not just late game colonies, it also affects underdeveloped planets that you invade or that culturally flip to you.
I just got a UPC event where the Yor were accused of exploiting native races, and the vote was to penalize them 7% of their income for the next year, to be paid to the other races. Two points: (1) the vote said "Should [OtherLeaderName] be held financially responcable" - Note the OtherLeaderName and the mis-spelling of "responsible", and (2) the Yor voted FOR this resolution, voting to penalize themselves 7%.
On my latest new game, on the very first turn I was presented with an announcement that my spies, with the Alexians, had stolen all of the Yor's technologies and were willing to trade them. Of course I had yet to meet either the Alexians or the Yor. Seems like that event should be limited to later in the game.
Started another game as the humans and this time, while Earth had a colony on it, the shipyard list of available ships to build had a lot of alien ships on it, but no human colony ship. Sent another screen shot to gc2bugs.
I just started a game as the Humans, and Earth had no colony on it. Lots of nice bonus tiles, but no colony. Sent a screen shot and saved game to gc2bugs.
It appears that the Beta4 bug where a fleet attack that increased experience levels also reset the move points is fixed. I spoke too hastily. After saving my game and then reloading it this morning, the bug appeared again. I'm quite sure it wasn't happening before the save, but now it is.
The problem that someone (Lucky Jack? Proud Candian? can't remember) reported on several previous betas is still here in Beta 5 - on the first turn after loading a game no progress is made on research, military or social production. Techs, ships, and improvements that have 1 week to completion after reloading the game take 2 turns to complete.
I sent a screenshot to gc2bugs showing a Drath ship at the intersection of the grid lines instead of inside them.
It appears that the Beta4 bug where a fleet attack that increased experience levels also reset the move points is fixed. I guess I'll have to research the engine techs now.
The text cursor in the ship design description window is huge, fills the text window from top to bottom. I sent another screen shot to gc2bugs.
Beta 5 anomoly with the Ship Design window: When I click in the "Class" text area to give my design a new name, the text cursor appears in the wrong place, outside the text box and way over on the edge of the screen. If I start typing I see the change in the text box, so the cursor is really where I placed it. I'll send a screen shot to gc2bugs.
I haven't downloaded Beta4e yet, but previous betas had a "GalCiv 2 Config" program that you could use, among other things, to set the game to windowed mode and also start the game. It was off the Start menu ...
I don't know whether it's still available or not, but make sure that in SDC with "Games" selected, you check the checkbox at the bottom that says "Show pre-release versions".
Minors constructor seems to have an ulimited range That explains how they grabbed that starbase on the other side of the map in my latest game. Nice catch!