As far as I know, custom races can choose any shipset, thus a civ without the Crimelord ability could choose the Xeloxi shipset, again rendering the top two ships unavailable. Is it possible for the XML to specify that those ships require Precursor Origins OR the new Crimelords tech?
Publius of NV
[quote who="RammaStardock" reply="3" id="3892602"] I believe there was a similar issue in the base game that was resolved, so its odd to see it pop back up [/quote] I believe you are correct.
Where I used to work we used to call that "Broken As Designed" [e digicons]:D[/e]
I'm trying to edit a design that I made earlier, but when I do so the display of the parts already attached, at the bottom of the design window, has been collapsed so that it only shows one part at a time. I can use my mouse wheel to scroll through the parts, but with a large number of parts it's a bit inconvenient, isn't it?
I downloaded the save and played the game out to turn 57. At that point Seraphim's Reach had 22% crime and 95% approval. Pherkad 1, the only other core world (class 26 generated by an anomaly event) had 20% crime and 92% approval. At turn 57 I had enough culture points to take the Social Ties perk in the Traditionalism branch. That wiped out the crime. I wouldn't normally have taken that path, but you had reduced the research rate so much that it was going to take ages to resear
In a game started 2 days ago on 1.55, I find that the last two commander ships require the tech Precursor Origins to be unlocked. But the Precursor Origins tech appears nowhere in the tech navigator when I search for it. This tech used to be available before 1.55, so I think something got broken.
I agree that the leader having the malevolent trait is a bug. I don't think you've proven that the leader having the malevolent trait is the cause of your high crime rate. Like I said, my leader also has malevolent, but I'm seeing only a normal number of criminals, and normal methods are dealing with them.
I made a custom civ on 1.55 yesterday, and the civ leader has malevolence, but I'm not having problems with rampant crime. With Security Lights and a Minister of Justice crime is at 0 on all 6 of my core worlds at turn 134. Perhaps the problem isn't the leader malevolent trait?
[quote who="Frogboy" reply="4" id="3892412"] Decided to make it +3 instead of +1 and it's a galactic achievement. [/quote] Seems fair!
The planet with the Precursor Elevator is Sterrennact II, near the top of the large sector. The core world it is feeding is Loki III, down and to the left of Sterrennact. The saved game should be here: https://www.dropbox.com/s/bqz4z20u31ozu19/Elevator155.GC4Sav?dl=1
The Precursor Elevator planetary improvement doesn't work. It says it reduces decay by +50% (and shouldn't that be -50%?) but it has no effect. Before building it, decay on my colony was listed as -69.7%, after building -69.7%. Core world was receiving .3 minerals before building, and .3 after.
Looking forward to it!
Aha, yes that's what it did. Slightly confusing.
I got an anomaly event that said I'd discovered a nanobot warship maker, and had choices to turn it on and make a warship or sell it for cash. I chose the warship but did not get a warship.
Three techs that Vigilant races get, Interstellar Navigation, Navigation Network, and Navigational Expertise, do nothing. The first says it allows building the Navigation Center achievement, the second says it allows building the Galactic Navigation Network, and the third says it allows building the Galactic Navigators Guild. None of these can be built after researching the tech, at least for user created race that is not the Arceans.
I've seen this also.
There is a Policy available to reduce pollution, also one or two culture choice can reduce it. There are also artifacts that can reduce it for a single planet.
[quote who="KarlEngler" reply="11" id="3884954"] 7. can we please have a command or something to turn off the annoying background universe effect. It is sometimes so bright I can’t determine what’s going on. Yes, you’re proud of it, get over it and let the customer turn it off! [/quote] Have you tried turning down the Nebula Opacity setting?
The very first GC, Galactic Civilizations for OS/2, had terror stars. Like GC2, they would destroy a star and the entire planetary system. They were very expensive to build and moved very slowly. The only time I can remember actually needing to use one was in a game where the Yor had a system that was fortified so much that nothing I could could throw at it would kill its defending ships. The only way I could finish them off was to destroy the star.
Test Edition is where new features and bug fixes go while they are still being tested. If you want to help with the testing install that. If you want something more stable, install the regular edition. Edit: I believe that they are currently the same, since 1.12 was just moved to the regular edition.
I don't know if it's a ten minute fix, but it is a change that I would also like to see.
Thanks, that explains a lot. Maybe I'll give the Onyx a chance next game.
I've not yet played as a race with the PromethionBorn ability. What is "don't heal normally" supposed to mean? Not heal at all? Not heal unless parked at a starbase or planet? If it's just that they don't heal by themselves, why shouldn't caretaker ships heal them?
I just had a colonization event on a Precursor Prison planet where one of the choices offered +3 population capacity on all of our worlds. It didn't work. No change in population capacity on any of my core worlds. This is probably not a new bug, but since I'm currently on the 1.12 opt-in I thought I'd report it here.
[quote who="Publius of NV" reply="8" id="3881419"] I'm not seeing any difference. I did a verify files to try to force an update. Should the version number have changed? I'm seeing version 1.12.369210. [/quote] I take it back. I'm now seeing the correct notifications that, for instance, a treaty has expired. But the starbase name as in my screenshot a few posts up is still messed up.