In the expansion suggestion thread, there are a couple of requests for an option to control research speed. I hope they do it.
Vanir
Hmm, I tried to replicate that trade bug, but could not.
I think there may be a problem with the value of trade routes resetting when new trade routes are added to the same destination. I had 3 trade routes going to the same Yor planet. They were well-established and were averaging around 80-90 bc per turn. I then made 2 more trade routes to the same Yor planet, although originating from a different planet in my empire. Now, my original 3 routes are averaging around 40-50 bc per turn, same as the new ones.
Oh, and as a follow-up, it was the first dreadnaught I had built in the game.
I'm getting the 'invisible ship' bug. My dreadnaughts are invisible. The debug file says: *DEBUG ERROR: *** Unable to load sprite book 0ship12 *** *DEBUG ERROR: *** Unable to load sprite book 0ship23 *** *DEBUG ERROR: *** Unable to load sprite book Phasor04 *** Quite a few errors list in there as well.
Here's the situation. The Arceans are allied with the Torians. They are at war with the Yor and the Drengin, who are not allied but not fighting each other. Every once in a while either the Arceans or the Torians will make peace with the Yor or the Drengin. That peace only lasts one turn because with only one of the two allies making peace, the other is left at war. On the next turn the ally that just made peace declares war on the empire it just made peace with to support its ally. Be
"Besides, the AI will not do even deals unless they come to you first (or they fear you). That's pretty well established." Yep. They often give pretty good deals on stuff if they make the offer. I have also noticed that the AIs are far more free trading with each other than with the player. In my current game (normal difficulty) the Drengin were able to trade Organic Piercing to the Yor for Dreadnaughts! No way would a player ever get that deal (and what the hell were the Yor t
Look in your GalCiv\Data folder and see if the smuggling.tech file is there.
Yeah, that would have to be a bug.
Lots of good stuff here. One that Yin mentioned that I have wanted is a game option to slow down research. I always used this on big maps in MOO2 (IIRC it made all techs 50% more expensive).
Here's one for ya: When you build a starbase in a sector through which a trade route runs, does only your empire benefit from the increased trade, or do both empires? I had thought previously that only the starbase owner benefited, but recent comments by Frogboy seem to indicate otherwise.
"The only problem is that the Neutral and Evil options both gave +7% production bonus. I think the evil is suppose to be +17%, but I could be wrong" Some random events seem to have random variations in what bonuses they give, so evil may not ALWAYS give a higher value.
Can anyone tell me what further information you get at the high level of espionage that you don't have at medium? I haven't noticed seeing any information at high that I didn't already have at medium. I've never bothered to go to advanced level. What does that give you? I've read somewhere that stealing techs is not a function of your aspionage level, but of how much BC you are spending at the moment. Is this true, and if so how much is enough?
Frogboy said recently that minor civs are very resistant to influence. I don't think the event-created civs like the I-League are, though.
Yeah, I think you're right. It should be + 1 sector, not + 1% of a sector. ;)
The 'Range + 1' ability also does nothing.
"Battle Hammer maintenance has been reduced to 3 now" That's odd. Everyone has been saying they are already too good for what they cost. I guess Brad disagreed :p
What about with the new beta? "+ Sector Influence is now weighted between the distance of the nearest starbase and the distance of the nearest star."
The Drengin were eliminated from the game by the Arceans. On the next turn I looked in the diplomacy section and their picture was still showing where it shows the currently selected race. Out of curiousity I hit the stats button at the bottom and it CTD: Stardock SmartException Logging Information 04/21/03 18:32:35 ------------------------------------------------------- Versions: Microsoft Windows 98 SE Internet Explorer 5.00.3105.0106 Video Card : NVIDIA Ge
Do all starbase effects only affect colonies and units in the same sector, or are there some that have empire-wide effects? I other words, is there any point in me grabbing a resource in a sector where I have no colonies, except to deny it to other civs?
Is this tech included in the bonus pack, or do we need to download it from the library?
Ok, disregard that last report I made about ships not building. Apparently you can't have more than 16 ships in orbit around a star. At least, when I moved a few away my colonies there could make them again. I wish some of this stuff had been in the manuel. :notsure: I'm just glad my game's not hosed. :)
I've found a game-killing bug (unfortunately). In my current game (latest patch) I have apparently encountered a bug that causes my planets to lose their ability to build military projects. I have 2 colonized planets in the Sol system (Earth being 1). One of the colonies finished a corvette, and I was automatically taken to the project screen to choose the new project, as usual. But there was no corvette or anything else already in the build que as there is supposed to be. It w
If hit points are not factored in, this would also seriously underestimate a civ using War Party. Hopefully this is just a bug that will be fixed.
But doesn't the military graph also only show how much you are spending on military at the moment, not how powerful your military is?