The screen snapshot below shows my home world (The Pond), the shipyard associated with my home world (Skybridge), and the ships that I just built in the shipyard. Unfortunately, you cannot see the ships because they are behind the star. I would like to recommend a change to the logic for where shipyards are placed so that they, and the ships they produce, are not hidden behind their star (or anything else for that matter). Or let us move our shipyards, that would work as well.</
PaulLach
Update: I just played 2 turns (I am now on turn 3) and the 2 free Constructors showed up!
I just started another game under Supernova and it looks like I am starting with some technologies already researched. The screen snapshot below shows that I am on my first turn (upper right-hand corner) and I have somehow already completed Governance, Warfare, and Starbases. Is this supposed to happen? I guess this is nice, except for the fact that I did not get the 2 free Constructors that are supposed to come with researching the Starbases technology. <img src="ht
I just started a new game under Supernova and I saw something I do not understand about Planetary Defense. The first screen snapshot shows the status report for my home world and there are 2 identical icons (white shield on green background) with one showing 2300% and the other showing -130. When I hovered over the one that says 2300% a popup appeared (second screen snapshot) that was titled "Planetary Defense" and had some bland text that did not explain the 2300% value. <
I have been producing Treasure Hunters (I thought) from my home world (The Pond). However, it does not appear that they have actually been getting produced. Would you please take a look at the below save to see if you can see why I am not producing Treasure Hunters: https://www.dropbox.com/s/m2hope04w8tuyjq/Treasure%20Hunters%20Under%201.50.373846.GC4Sav?dl=0 <
I was exploring the new mechanism for upgrading planets from orbit and I saw a couple of things you may want to fix. In the description for the Space Elevator I believe the word "send" should be "sending". (first screen snapshot below) In the description for the Orbital Research Lab I believe the word "varibles" should be "vari a bles". (second screen snapshot) Another minor quibble is that you show both the costs and
I wanted to check-out the Colonial Supplies Executive Order in Supernova (first screen snapshot below). It says that the effect will be a 50% reduction in the decay from our colonies (I still think that the effect should show as -50% not +50%). I took a screen snapshot of my Castor II colony before I executed the Colonial Supplies Executive Order and it shows a decay rate of 51.5% (second screen snapshot below). After I executed the Colonial Supplies Executive Order I to
I was looking at my home world's planetary defense and I am having a hard time understanding what the numbers mean. what does -33 mean? How is the number calculated? The following screen snapshot shows that every component of planetary defense is a positive number adding up to 49, but my plantery defense value is -33. Could you explain the calculation more clearly? The text says that the planetary defense number is the amount of damage th
In pre-Supernova versions, you could choose a Cultural Trait within an Ideology without having to have previously chosen all of the lower traits. For example, within the Opportunity ideology, I could choose the Recruiting trait without having previously chosen the Ambition trait. However, in Supernova, it appears that you have to choose the traits in the order that they appear within the ideology tree. The screen snapshot below indicates (in red text) that I have to choose t
In the pre-Supernova versions, you could tell what a Constructor's range was for collecting resources by the circle around the constructor and the moving dashed lines from each resource to the constructor (first screen snapshot below) but, in Supernova, those indicators appear to be missing (second screen snapshot below). How are we supposed to know when a constructor is withing range of a resource before building a Mining Starbase in Supernova? <img src="https://cdn.stardock.
I am playing a game on the "Godlike" setting in version 1.12.369210 (which may or may not be affecting this issue) and I ran across a Yor fleet that had Logistics of 19/18 meaning the total Logistics of the 9 ships in the fleet was 19, but the total Logistics they should be allowed is 18. The first screen snapshot below shows the information for the Yor fleet. You can access a save file that should show this here: <a href="https://www.dropbox.com/s/wcw424a82vy0vrh/Logist
As I have posted previously, there are some issues associated with the current implementation of Subspace Gates. The following save will allow you to see some extreme examples of why these issues need to addressed: https://www.dropbox.com/s/ubyfqkwals0i0n9/Subspace%20Gate%20Issue%20Under%201.12.369210.GC4Sav?dl=0 After you load the save you will see that my h
After completing the research to allow the construction of a Technological Capital, a new project named "Aid Research" shows up in the Available Projects section in the lower lefthand corner of the core planet screen as shown in the first screen snapshot below. The text describing the project says "Can only be used on a planet with a Technological Capital." The issue is that this is not true. You can do this project on any core planet even though the Technological Capital has not
I ran into a minor, but annoying, issue. To replicate it, load the following save: https://www.dropbox.com/s/974ut5amso7hm65/NewLeaderIssue.GC4Sav?dl=0 After loading the save, the window shown in the first screen snapshot below should appear. Choose the third option which will give you a new leader. You should now have a new leader as shown in the second screen snapshot below.&
It seems to me that, if a leader is going to have an impact on growth, there should be one number stating that impact. I find it hard to understand how you can justify having 2 numbers affecting growth. What about 3? 4? 5? I understand that the game is probably assigning traits randomly, but it should not be too difficult to not select more than one from any single category. For example, it is not difficult to write code to randomly select some number of cards from a
I just started a new game and a leader with interesting traits was available. The first screen snapshot shows the text for the second trait icon and the second screen snapshot shows the text for the third trait icon. Why would you create a leader with 2 Growth traits? I believe you should modify the code to ensure that no leader has more than one icon for the same leader function. <img src="https://cdn.stardock.us/forums/64/79/6479257/7a6707b7-d40e-4bd9-b2bf-77069a12
This has been reported before, but if you still need examples of this happening under 1.12.369.210, I have included a link to a save file here: https://www.dropbox.com/s/k76oi3e0bzohmgp/Freeze%20On%20Altarians%20Under%201.12.369210.GC4Sav?dl=0 To recreate the issue: Load the above save Hit the icon to go to the next turn Say "Yes"
I just attacked a shipyard belonging to the Navigators and, as the first screen snapshot below shows, the battle report says that I destroyed the shipyard, but that I just "survived" the battle because their constructor and colony ship supposedly survived. However, as the second screen snapshot shows, there are no Navigator ships in the area indicating that they really did not survive. If things worked as expected, I should have captured the colony ship, the constructor should hav
In the past, there have been posts complaining that, when you conquer a core world, there would not be a capital and no ability to build one (by the way, if it is a capital city then it is capital with an "a", but if it is a capitol building, then it is a capitol with an "o"). However, I have just run across a different bug, perhaps as a result of an attempt to fix the above problem. I conquered a core world that, as usual, did not have a capital, but this time the option to creat
DivineWrath, Thank you, that is what I was looking for.
I just started a new game and, as shown in the screen snapshot below, I have a ship available to build in my shipyard that should not be available (Praxis, Custom 8). This was a ship that I created by modifying the Praxis ship in a previous game. Apparently, this ship design (and others) are saved somewhere. What I would like to know is, where are these ship designs stored and how can I get rid of them to start "clean"? <img src="https://cdn.stardock.us/forums/64/7
I have encountered this problem of getting stuck in the Research Center again and this time the issue appears to definitely be because a message window is not appearing as it should. In this case, I selected the "Resource Extraction Doctrine" option, which requires 3 Drones to research (first screen snapshot below). Again, I could click around the Research Center, but I could not bring up the menu by hitting the ESC key or get out of the Research Center Screen. After double-
[quote who="RammaStardock" reply="7" id="3884265"] Im noticing more icons by his portrait, may I ask what abilities he has if any? [/quote] I do not remember what the bottom 2 were for (he is gone now), but the top one was completing the current technological research. Regardless of what benefits the icons granted the leader, the price is ridiculously high. I have been playing GalCiv4 for a long time and I have never seen a leader with this high of a cost. It wou
Here is another strange price for a leader. Notice how the third leader (Jeffrey Lis) costs 1253 credits. Why???
Additional information: I was able to get past the issue by declaring war on the Xeloxi and attacking the Xeloxi ships on the Subspace Gate with missiles. When I finally clicked on the "Next Turn" icon the Xeloxi were able to complete their turn quickly.