The game either states "Target tile must be empty" or "Can't be cast on ... terrain", where "..." denotes the type of terrain you hover over with your mouse. Ticket already submitted: #AHP-829-62586
Thecw
In none of my cities can i build the town hall, only up to the command post. Ticket already submitted: #XSE-522-35832
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Oh yeah, some RTVAMD (Real Time Violence And Mass Destruction) to temper my bloodlust while pretending i'm in it for the strategic and cerebral challenge.[e digicons]}:)[/e] Can hardly contain my excitement for another whole week. [e digicons]\o/[/e]
When the Economic Stimulus project is active, t he planets manufacturing points are divided by 10, rounded up, and the resultant is then multiplied by 10% and this is the bonus that is applied to your planetary income. Most of the time it is better to just produce 1 mp for 10% bonus and move the slider toward wealth.
Still present in 1.0.3.3, updated OP title.
And the bug is still present. Reported in the late and earlier betas and tickets submitted. [.83] AI can still take anomaly under player ship which was already a repeat of even earlier posting <a id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl25__PostTitle" title="[.50][Bug] AI ships can enter playe
The .dmp and .zip files are generated by crashes and occasionally at normal game end. You can delete them without any harm. Do not remove the font files, they are needed by the game.
You can build a second Xeno Anthropology Center when you upgrade it to the Universal Outreach Center. The problem is that the preclusions list in ImprovementDefs.xml contain non-existent names (they contain spaces). Xeno Anthropology Center Universal Outreach Center Future Studies Center</Impro
The event choice is supposed to decrease all ship equipment by 10%, however nothing seem to happen. Possbile fix, change the xml trigger entry in IdeologicalGalacticEventDefs.xml from OnEventChoice Faction Target MassCap<
The blue prints for the freighters lack any engine of any form. Fix add the engine component to the freighter. Change CargoModule LifeSupport to CargoModule InterstellarDrive <
All the carrier definitions in the ShipBlueprintDefs.xml file specify armor, but not the other defenses. So either the armor defense should be removed or the others should be added. I think it is a remnant of the change that Paul temporarily made to have armor defend against all damage. Fix: add the other defense to the carrier blue prints. PointDefense Shields</Co
A lot of the AI only ships lack the AIOnly tag in the ShipClassDefs.xml. This means that ships that are supposed to be exclusive to the AI are also playable by the human player, and increases the number of ships in the shipyard list. But on the other hand a number of ships that are supposed to be usable by the player does have the AIOnly tag while they shouldn't. Because of the large number of ships where this tag is wrong i am not going to list them all here. Further
A number of Drengin ships show the wrong strategic icon when zoomed out. Ship Has Should be Pro
A number of ships in the ShipClassDefs.xml have the wrong blue print attached to them. Blue print Ship <span style="text-decoration: u
No it is not, at least not for all of them. Altarian: Staller Marines gives a multiplier for PlanetaryDefense. PlanetaryDefense is already an multiplier in it self; Drengin: fixed; Iconians: fixed; Iridium: fixed; Krynn: JihadFocus2 has the same fault as the Altarian Staller Marines; Terrans: fixed; Thalan: fixed; Yor fixed; Generic Techdefs.xml: fixed. So they almost got t
In the latest update the values for the life support components have been change, however now any life support beyond Environmental Support is worthless. Because the costs increase while the net effect stays the same.
In the latest update the sensors were corrected to more sensible values, however there are some cost progression anomalies. The current overview: Stats &
Brad, I don't know the bonuses / maluses the AI got on GalCiv2, but my last game (i checked) was a Huge map, Normal scenario, as Altarians, against 9 (random) AI, difficulty level Crippling. At those game settings i consider the game winnable while delivering a sufficient challenge to be enjoyable/relaxing. There are higher difficulty levels, but these appears to have been my goto settings for relaxing games. Looking in the high score table however a few are at Painful, mo
[quote]1. When you colonize a new planet, on the Colonizing Event screen, an old picture from the previous Colonizing Event screen appears for a split second before it changes to the new correct one. [/quote] I have seen this too. What i think is the problem is that it is a direct-x buffer usage problem. Direct-x normally work with a front- and one or more back-buffers. In one you draw something and the other one is shown. Normally the sequence is like: you draw s
Some people complain about the stupidity of the AI. While i do not think that the current AI is a deep blue, neither do i think anyone can be completely dismissive of him. Especially at Godlike (with all his bonuses) the AI will give you a nice fight. However there are some things with which the AI can be tricked. I will not go into the already known exploits (like the 3 constructors to colonizer conversion) because they have been discussed to death on the forums by now.
Soren (or anyone from Mohawk), is it possible to color code the HQ upgrade button(s) depending on whether you can upgrade the HQ for just resource cost versus an upgrade which includes money? For example something like: green if you have sufficient resources to upgrade the HQ yellow if you have insufficient resources but can upgrade with additional money. At moment you have to mouse-over an upgrade button to see in the tooltip whether t
калі ласка? Per favore? お願いします? Alstublieft? дзякуй. Grazie. ありがとう. Bedankt. [e digicons]:grin:[/e] The only thing better would be the actual patch. How will i survive the next 172800 seconds?
[quote who="a0152570" reply="11" id="3558232"] Score most defiantly need another look. Paul agreed on the stream. [/quote] On the stream Paul was more surprised than anything else that the scores were so low. He said that my win should not have given such a low score and that they probably would take a look and tweak the scoring system. The win (as the Krynn) that i referred to in the stream: all 7 majors (all Godlike) + 2 minor AIs; sm
[quote who="wpkelley41" reply="2" id="3558044"] I have never seen an answer to the "Colonize" issue. "Colonize All" works. How do you colonize a single world? "Colonize" simply results in a "no planet selected" message. [/quote] In the release builds only 'All' is a valid argument for the colonize command. In the debug builds (SD in-house) a number of commands work differently than in the release builds, some commands don't even work at-all in the release builds.