After deleting the last of the downloaded civs that I had suspected of causing this problem, I started a new game, and after 100 turns I got this, so I would conclude that the downloaded civs were not the cause of the problem.
Publius of NV
And, after researching Flexible Bulkheads, the frigate is back in my shipyard list.
After researching the cruiser tech, the default game-generated cruiser design showed up in my shipyard along with the fighter and bomber, but the frigate is still missing.
I may have run into this same bug. I started this game on 2.31, and progressed through the tech tree until I could build frigates. I actually built several of them at 2 different shipyards, then, some time later, I noticed that frigates were no longer available to build in my shipyard list, I could only build fighters and bombers. I haven't designed any of my own ships yet, just using the default ships. Also, I haven't obsoleted any ship designs (I know that's caused problems in the p
I don't use as big a screen as you do, but I do played zoomed out a lot of the time. Mousing over the planets makes the labels fade out so you can see what's behind them, but I agree that a hotkey would make it more convenient.
[quote who="xlnt4real" reply="4" id="3921930"] but i have no idea how to locate the file needed [/quote] Saves can be found in your Documents\My Games\GalCiv4\Saves folder. I believe the developers prefer that you store the save on on a file sharing site like Dropbox and post a link to it here in the forum thread.
I have been informed that the Breeding Season achievement is attainable, although very convoluted to get, so I've moved it to the "Working" list.
Downloading the civs was all it took, I never actually tried having them in any of my games.
I reported this problem months ago on Discord. I think it started happening to me after I downloaded some civs from the workshop. I wasn't sure if it was Spanish or Portuguese. Anyway, it was still happening to me this last week, so when I started a new game I deleted all the civs I had downloaded and so far it hasn't happened again, although I'm only about 20 turns into the new game, so I wouldn't consider that definitive yet.
Are your colonists happy? If they are so unhappy that they are rebelling you won't be able to load them onto colony ships.
Tactical repair does repair damage every phase of combat. It's always worked that way, and is one of the primary reasons to use ancient civs. With the ancient research boost already nerfed, removing living ships would make ancient mush less desirable for players to use.
Those look like the Snathi and Thalans, both of which spawn in via random event and start at war with everyone. Have you checked your diplomatic status to make sure you're not at war with them?
[quote who="Jaia" reply="3" id="3916263"] But it clearly says + 1 research, not wealth, isn't it ? [/quote] Look back at your screenshot. Right beneath the QPU title it says Wealth Improvement. Seems like it should be Research, but it's not.
Note that the QPU is a wealth improvement, so it does not benefit from research adjacencies. One can of course ask why it is wealth instead of research, but this might explain what you're seeing.
Thanks for the mod. I'd love to try it out but unfortunately I'm traveling until mid-February. If it is not fixed by then I will definitely use your mod.
Any changes for desert (Xeloxi iirc)?
I haven't played with it at all, but I've seen others recommend turning on "Enable Freeform Ship Design" in the settings. Do you have that on?
[quote who="scifi1950" reply="6" id="3912701"] I think you just got lucky. I've never had it reveal the new planet, which is why I keep complaining about it [/quote] I've had an event generated planet revealed that way just once. Every other time the map does not jump, the planet remains displayed as a dead world, and I have to search for it. I can't swear that the time it worked was the same event. Are there two or more events that reveal planets like this?
I agree. I find it either by checking if my "advisors" are telling me to colonize this new planet, or, failing that, by going to the planets list and scrolling down to the uncolonized planets and searching for it there.
They changed things in 2.1, looks like that doesn't work any more. There's now a Mods button on the launcher, but that only allows you to download mods, not factions or ships. Hopefully they'll get it fixed when their vacation ends on Monday.
I get the same, only in Spanish, and not just from the Navigators. I sent one of the developers a saved game where it was happening so I hope it can be fixed soon. I'm not at all sure that it's related, but have you recently downloaded any player-created civs?
That's one of the Xeloxi Commander Ships, not a dreadnaught they researched and built. So they still had to research far enough to get that commander ship, but not all the way (and on a different path) to dreadnaught tech.
Go to your Documents\My Games\GalCiv3\Mods folder. Find and delete the subfolders for each mod you installed. The folder ExampleMod comes with the game, so you don't need to delete that, but all other folders are the mods you installed. If you have the Crusade expansion, also check the Documents\My Games\GalCiv3\EXP2_Crusade\Mods folder. If you installed any mods there you should delete them also. Again, there may be an ExampleMod folder there, leave it alone as it was shipped with th
[quote who="Stringer2" reply="3" id="3911655"] That sounds good idea. I will try that! If I could, I would also ban them from trading tech or at least make it very hard for them. [/quote] There's a game option for that. You can disable Tech Brokering, which means that they can only trade techs that they have researched, not any that they traded for, or you can disable tech trading completely.
I'm seeing it as each level is +0.1. What release of the game are you on? I'm on Supernova 2.10.