There are a few files that get customized on install, so getting up to 4 files failing verify is normal. Sorry I can't help you otherwise, I'm sure someone from Stardock will respond.
Publius of NV
[quote who="Seilore" reply="30" id="3815843"] Just got an event to give me a free class 5 planet. However, I don't have any class 5 planet in my inventory. Not to mention, this event doesn't auto align to said planet so you can see it or tell you the name of said planet. [/quote] I had the same event, with the same result (no planet), on .45.
[quote who="Tuberski" reply="4" id="3815825"] I was pleasantly surprised to see a new update coming! [/quote] As was I. Currently playing AoW3 to get my fantasy 4X fix, but would like to try FE again.
[quote who="caboose_corsair" reply="24" id="3815819"] My resource bar tells me I have 34 Control, but the Enforce Law button is greyed out and the tooltip says that I don't have enough Control. [/quote] Enforce Law actually costs 50, so either that cost or the tooltip is wrong. And as I've pointed out before (here or on Discord or maybe both) Enforce Law sometimes actually increases crime. It needs to be looked at.
My first game on .50 is galaxy size Constellation, sector size Huge, Proximity "Distanced From AI". I thought that this might give me one other AI in my starting sector, but it turns out I'm alone. Perhaps that's because I only had 8 players. Also, I've now explored the entire huge starting sector, and the only resources I've found are one antimatter and one promethion. I had Resource Frequency Common, Asteroid Frequency Common, Nebulae Occasional, and Black Hole Frequency Uncommon.</
I found the new Civilization Policies window by clicking on the advisor's advice to select a policy. Is there another way to open that window? I couldn't find one. I thought it might be a new tab on the Govern Civilization window, but it's not. I guess it's supposed to be accessed via the Policies icon between the Leaders and the Ideology icons, but that's grayed out. Typo: On the Civilization Overview at the left of the Civilization Policies window, "Adjusting your tax rat effects i
I used a Chimeric Biomass (might
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Older ships can appear invisible (except for the tooltip) but are still selectable:
[quote who="Old-Spider" reply="3" id="3815575"] I think "it" at the end of the description refers to "there is no sharing worlds with the Festron" in the previous sentence. [/quote] That makes sense, so there should be a period at the end of the sentence. I would rather see it worded "they will soon learn that lesson." however.
The leader recruitment window still says "or drag-and-dropping cards to your bottom list of leaders" when the list is now on the left, not at the bottom.
The History description for the Festron is truncated. It ends "Those that conquer Festron worlds, or welcome Festron colonists to theirs, will soon learn it". On my 2560x1440 screen with default display settings, it looks like there should be two or three more lines available to display text, so I can't tell if it's a problem displaying the text or if the description itself is incomplete.
Does "Shipyard Decay" (as in the
If I load a saved game from within a game ("You have a game in progress. Are you sure you want to load this game" followed by "Creating simulated universe within simulated universe") I lose the zone of influence lines around my planets and star bases.
While the background of nebulas is very pretty, the bright nebulas make it difficult to see the grid. I don't know if the video options can be used to darken the background or brighten the grid, if anyone has any advice I'd appreciate hearing it. Anyway, would it be possible to at least make it so that the background is moddable?
[quote who="Frogboy" reply="3" id="3814745"] We're going to create a setting for this. [/quote] Thank you. [e digicons]:D[/e]
[quote who="alderaine" reply="98" id="3813565"] so instead of sponsoring the shipyard itself, colonies improve core worlds - which will in turn improve the shipyard accordingly? I swear in the last version I had Earth & Mars sponsoring the same shipyard. [/quote] Yes, the colony contributes it production to the core world, so it indirectly contributes to the shipyard. In the last version you could load citizens onto colony ships and constructors from c
Now that more events are awarding culture points I'm trying to use them. So far I have no indication that ideology works. As I mentioned yesterday on Discord, the Eureka ideology for Innovation does not grant the approval bonus it claims. I saw no evidence that Deep Investigation is working either, although with no display of research points visible it's hard to tell. Self Governance under the Liberty ideology doesn't give the approval bonus it claims either. Are any of them working?</p
Does the Leader Ethical trait (-3% Global Crime) actually work? I have a Minister with that trait, but the crime tooltip for both my core worlds doesn't show the effect. I also have a citizen with the Criminal trait (+3% Crime) and that is affecting both my core worlds. So the citizen trait is acting globally although it doesn't say it's global, while the leader trait doesn't appear to be working at all.
[quote who="alderaine" reply="88" id="3813473"] I got the "unreserved population is too low" error when trying to launch colony ships, but I'm not sure how to resolve that in this version? Is that limited by citizens now? [/quote] A couple of us have seen that message before, and it turned out to be caused by the fact that the planet's approval was too low and the citizens were revolting. You can see if they are revolting if their morale/approval icon is a hammer. A citizen
Leaders stats are changing when I hire them. New game on this week's update of .45, Playing as the Navigators, I hire the first of these three leaders: But after I hire him his stats are changed from 9/4/3/4 to 7/5/4/4. I wanted him as a minister of technology, and this change in stats makes him less effective in that position. <img s
[quote who="williamameling" reply="82" id="3813374"] Did the update to 0.45 Test Branch that you put out on Monday affect games that were already going or not? [/quote] No, it did not. I had a game that I had started before that update, and following the update I had a number of events trigger that should have given me a culture point that did not. I then started a new game and got a culture point from an event.
[quote who="gypsy2299" reply="49" id="3813039"] If a Developer would give me detailed instructions on how to send save files [/quote] I'm not a developer, but typically we put the save file in a file sharing system (I use Dropbox) and then paste a link to it here in the forums. That allows the developers to download the file from the file sharing system.
After researching small hull and getting my list of buildable ships expanded, the entry for the armed shuttle disappeared, even though it is still selectable and the tooltip still shows it is there. Note that I had clicked on the arrow above the F110 Phantom to expand the list to show its predecessors. When I had done that on previous turns the armed shuttle appeared correctly. <img src="https://cdn.stardock.us/forums/3/68/368410/e614c914-8e61-4189-aa4a-b8a2fac395a2.png" alt="" width=
[quote who="williamameling" reply="43" id="3813008"] Military Star Bases adding weapons and defenses to lots of tiny ships, including lots of Asteroid Miners, can badly distort the apparent military strengths of the various Races. [/quote] I will assume this is addressed to me. In the future please quote a post you are responding to so we know who is talking to us. While what you say is true, the problem I was reporting is that the military strengths of the factions