[quote]Do they have the tech as well? If not it wont work.[/quote] Oh, blerg. In my last game, I couldn't get an Alliance option out of one of the AIs (I did with the others). It never occurred to me to just trade (or outright give) him Alliance technology (I jealously guard my yellow techs). Thanks for reminding me.
tickhromeroi
[quote]...But the flaming of 1.8 over this tweak while ignoring the immensity of the updates is a good way to ensure an end of free updates.[/quote] The only reason we're harping on this problem here is because this thread is specifically about the habitable planet problem. As a beta tester, I'm well aware of how good this version is compared to the previous production version. My only problem is that this "tweak" didn't go through the beta test. So, this is the time and place we hav
So, I decided I'd had enough fun counting suns and planets and actually decided to play a game. I brought up a 1.8a Large/Abundant map and blew my averages. From my earlier tests, most Large/Abundant galaxies should fall in the range of 90 to 106 systems with an average around 98. This map came up with 65 systems. I decided to play it anyway. After a few turns of exploring, I was finding very few Habitable planets. So, I pulled it up in a cheat setup and did a CTRL-U to see the whole map.
I'd like to add a comment here about the number of Extreme worlds. Personally, I don't much care for them and, initially, was a bit upset about having 43% of all Habitables being Extreme. But, after thinking about it for a while, I can see a reason for having so many. There are 5 Extreme planetary technologies in beginning and advanced flavors. To make it worthwhile to research these things, there's got to be a good number of Extreme planets. On my Medium/Abundant map, there are 34 Extreme
I took a look at a Large/Abundant map. It seems the percentages are pretty close. Out of 10 CTRL+Ns, I came up with the following number of systems: 94, 99, 88, 101, 113, 110, 103, 91, 94, 92 That gives: - an average of about 98 systems, - a maximum of 113, - a minimum of 88, - a standard deviation of about 8. Dividing that by the 8x8 grid and you come up with the same ratio as with the Medium/Abundant map: about 1.5 systems/square. In a Lar
[quote]Do you have to add something to the command line to get the cheat mode (like Ctrl-U) to work?[/quote] You have to add the word "cheat" to the command line. [link="https://www.galciv.wikia.com/wiki/Cheats_and_keyboard_shortcuts"]The Wiki[/link] describes it. I guess I could put some editorializing into these numbers. First, a Medium/Abundant galaxy now appears to have about half the number of habitable planets it used to have. This isn't a minor tweak. it will have se
I don't know of a cheat to give such numbers. I'm just counting them up by hand. I brought up a cheat version of a Medium/Abundant galaxy and CTRL-Ued to see all the systems. Since I can't get the tables to display properly here, I'll just summarize the planetary data. In this case, there were 37 systems. Total Habitable planets were 79. Of those 79, 34 (or 43%) were Extreme environments. There were an additional 105 uninhabitable planets. Of the Habitable planets, depending on your defi
I started up a new 1.8a game and did 10 CTRL+Ns. I ended up with the following number of systems under my Medium/everything Abundant galaxy: 41, 32, 34, 52, 43, 36, 37, 44, 47, 30. That gives me an average of 39 systems with a maximum of 52, minimum of 30, and standard deviation of 7. A Medium galaxy is 5x5, so that works out to a system/square (quadrant?) of about 1.5 (3:2). I've got to figure out how the cheats work so I can reveal the whole map and do some counts of planets. But, stella
On a new 1.8 game I started this morning, I had no trouble with the AI (well, I had trouble, but I didn't notice this bug). The galaxy was Medium, everything Abundant, Tough, 4 AI's.
Yes. I started new games in all the betas. I believe the game I have the Endgame for (noted, above, in my post with all the planet numbers) is the second game I started under beta 4. Beta 4 had the planet number caps and still had over twice as many habitable planets as 1.8 gives. Stardock will find and fix the problem.
To non-beta testers, This is definitely a bug in the final release. Even under the last beta with the cap in place, there weren't these poor numbers of habitable planets. Provide all the detailed information you can and give them some time to find and fix it. You're talking about Stardock here: the best company on the face of the planet (make that "in the galaxy" (Medium, Abundant)). The beta played wonderfully.
I have no idea if this is going to be readable, but at the bottom of this posting I've put a table of the systems, # of "habitable" planets in those systems, and the number of those "habitable" planets which were Extreme (this was a Medium galaxy with everything Abundant) in my first DA 1.8 game. Summarizing it, there were 39 systems with a total of 56 habitable planets. Twenty-six of those were Extreme planets. That's 46% Extreme. Also, there were an additional 97 uninhabitable planets. Th
Refreshed XML Data, restarted SDC, but still got the same problem. Then, even though the log indicated it had tried both servers, I switched from US-1 to US-2. I also dismissed the pop-up telling me of the update instead of accepting it. This time, I could get the download (sorry I did two things at once so you can't pin it down). Just to make sure, my versions are: Dark Avatar (Expansion Pack): 1.80.093 Heightmaps: 1.59.017 Also, the AutoArchive process appears to ha
I'm not sure if I should put this here, but did you guys pull part of this release off Stardock Central? My installation from DA 1.7 Beta 4 is failing with a "module you requested is no longer available" message. I've tried it twice now. Here's the log it gives me: "-- [Application] ---------------------------------------------------- Name: Stardock Central Path: C:\Program Files\Stardock\SDCentral Version: 2.48.486, build: 160 -- [System Information] -------
I'm not sure if I CTRL+Ned this game or not. Does it make a difference? Also, in my game, even though all Starports appear idle at all times, the AI must be building ships. If I destroy all the ships around a planet, on the next turn, ships will magically appear.
I just sent a saved game file into [email protected] related to this. Right now, the whole galaxy is at war with the Terrans. Yet, looking at each planet in the galaxy, not a single planet is producing ships (Tough, all Intelligent AIs). Every planet shows IDLE on their shipyard (and I've got Full and mostly Full intel on the Korath and the Terrans, respectively). I'm getting a different behavior when I conquer a world, though: there's no stored production in the shipyard. Although, I d
Just finished a new game under this beta with no problems (large, tough, everything abundant, four other races, Vista Ultimate x86, NVIDIA card). The only issues were the minor ones already noted in this thread.
The Shipyard is just where you design ships. By saying a design is an upgrade of another design, you let the game know there's an upgrade path available. To get that, you have to actually go back into the game and select a ship that you want to upgrade. Click the Upgrade option and you should see a list of possible upgrades. It defaults to upgrading just the one ship. If you want to upgrade all ships of that type, there's a check box in the upper left section to do that. Once that's select
If you try to get money from a cash poor civ during trading, you get pop-ups after the trade window is closed that claims that the player doesn't have enough money for the trade. So, two issues: the pop-up doesn't show up where you can see it while your are trading, and the information on the pop-up is backwards. I can confirm this. I don't know why I didn't report it myself.
"'Cari just to let you know 1.70c[b].001 remains in the available column after updating to 1.70d[b].001 in SDC!' Shutting down SDC and restarting it removes it (though, as nited, it shouldn't be there after the update at all)." I have the same problem. How exactly do you shut down and restart Stardock Central? I just closed the window and went to Start | Stardock | Stardock Central and ran the program again. BTW: what's w
Where are you noticing the lower rsolution thumbnails? Clicking on the quick build list on a planet. See below for image > <b
Which Thumbnails? I haven't noticed any difference.
I'm finishing up a game saved under the previous beta, so I can't comment on this beta yet. But, I will confirm shiva7663's report that AutoArchiving isn't working on SDC. I just checked it for my setup and the last archives are for GC2 1.50.128 dated 06/13/2007. The AutoArchive on Application Update box is (and has been) checked. I don't know if it makes any difference, but I'm running Vista Ultimate (x86).
I could always try to weasel out of my embarrassing position by asking for the menu behavior to change so the Modules | Capacity tab doesn't un-select when double-clicking on the Troop, Advanced Troop, or Colony modules. My guess is this happens because all the other modules under that Capacity tab can only have one instance per ship. So, when clicking on them, the tab, itself, disappears and the list changes to the non-selected-tab version. Also, could the Special Abilities box note the numb
Cari just to let you know 1.70c[b].001 remains in the available column after updating to 1.70d[b].001 in SDC! Shutting down SDC and restarting it removes it (though, as nited, it shouldn't be there after the update at all).