[quote]Yes, the improvements of all kinds are saved by IDs, rather than by name. [/quote] Too bad that a correspondance table, with the id used in the save game and the corresponding code, wasn't in the savegame. :( It could have helped.
Peace Phoenix
[quote]That's probably from reloading the old save. I've noticed the same thing if I make changes to a mod (specifically adding more buildings), and then reload a game... I think it messes up the computer's list of what's available.[/quote] Take a look at this thread http://www.galciv.com/forum.asp?BID=GF&id=142016. There are some explanations about this behavior
[quote]The french data files were very buggy, and installing the update on top of it makes it worse because not all of the files get updated. [/quote] When I update from stardock central, are the old files replaced or did a merge occurs? [Message Edited]
[quote]That's exactly what I thought. I updated it and then tried to replay my endgame save. In about half of my planets, all improvements had disappeared. Even soil enhancement on Sol (which I am pretty sure I built). Now, the only thing that I did is to install the latest 1.2 update (I already had the original 1.2).I managed to finish the game, but only because there were very few turns left. Otherwise with all those morale 1 planets, the I-League would have had an incredible succes...[/quote]
What are the cost of the rush build you are using? What are your playing level? It is important because if you can exchange tech against cash, monthly fees for rush building isn't annoying. But at maso it could be another thing :)
[quote]I've double checked the patch message. Aside from the logistic update there is no mention on the incompatibility with previously saved games. Can anyone confirm its compatibility with the other 1.20xx save games? Thank you.[/quote] I think there should be no problems if you are updating from 1.20.085 since there is only one file that is updated and it is the file with galactic achievement.
[quote]That was a temporary change to fix a bug introduced in 1.13. [/quote] Understandable. But I find it strange that the version doesn't reset these kind of fix :) . It could have messed other things :)
[quote]Resource starbases are always visible on the mini-map. This is Working As Designed®. Other starbases remain visible if you've visually spotted them once. This, I think, is a bug, although it makes sense. Starbases have a tendancy not to move very much.[/quote] What I have always found strange was to be able to know where un-mined ressources are once I have found them, but to have them dissapear in FOW when a starbase is created. On when the starbase is destroyed, the ressource co
[quote]But there are maps where speed is everything. [/quote] why not take the speed pick in this case. So you colony ship can be able to conquer fastly distant planets. A problem with rush building is the cost: you have only 1000 BC at the beginning of the game. So if you rush build, you won't be able to sustain a 100% spend rate as long as without it. And fees over lots of month can be annoying for developpement
Where all the AI plying at the same level? I am not sure if +70 pop is a great thing for a militaristic game. Especially with the caps at 200 milllions per turn on population increase by planet.
[quote]yep the pop bonus is per planet and I think you get a few production bonuses as well but I'm not too sure about this [/quote] I am sure that moral has an effect on production: when playing with tax rate, I found that a planet with 50% morale was less productive than with 54%
I have tried a great thing in my late 1.13 maso: when late minor appears, I offer them all my trade goods in exchange of all of their money during the max possible time. Nice thing to do since they are doomed ;) [Message Edited]
I have updated from 1.13 to 1.2 and I have made a lots of copy and paste inth the files in order to play a french version. And I have found some strange things: - some files appear to have been generated in a strange way: the end of the file was repeated - I have experience lots of CTD. When I look in the debug.err, I found that lots of files have parsing problems. The funny thing was that I fixed the first file, reload Galciv and no more CTD. Looks like when a file has parsing problems,
If you read the post from Frogboy in the thread I have mentionned, you will see that 100m people on a class 16 planet with no tax hasn't a morale of 100% (Unless I missed something)
[quote]they are now wanting to war with me and everyone else, and i have no doubt they will win... it feels bad to loose to a minor i tell you [/quote] Don't forget: if you are the only major left, you win :) . Even if you are losing a war with a minor
[quote]what do you mean by save and reload?[/quote] I maybe wrong but to avoid abuse about saving the game, play a little, turn bad, reload the previous save etc... there is a feature where upon each reload, the AI enters in diplomatic session (exchange tech between them or with you, come to extort you money ...) and can rush build some wonders/trade goods. It is here to balance the fact that a human player can abuse with reloads
Have you looked at the sticky moral tips in the strategies forum? http://www.galciv.com/forum.asp?BID=GS&id=39453
[quote]Cari: I have re-installed GalCiv and updated to 1.2, the sound problem is gone. Is there anything I need to do with my Metaverse account since I re-installed?[/quote] Why would there be a problem? As long as you have reinstalled Galciv with the same serial id and are using the right player name and e-mail, I don't think there could be a problem.
[quote]1.2 is not out yet![/quote] Wrong. Look at the thread named galciv 2.1 [Message Edited]
I would add that I think it would be great if in GalCiv 2, the AIs are able to play better the current game with the various option: actively cultural flipping, understanding the use of TS. I think it shoul be better to close some holes in the AI instead of putting too much new features that make the game no longer fun: game mechanisms too complex to be fully understood (how works the destabilization in the current version?), too many features that give us a great advantage against the AI, A
si tu viens d'acheter le jeu, tu devrais avoir le n° de serie (sans les -) dans la boite et une feuille explicant, avec un exemple, comment doit être mis les '-' pour que le numéro de série soit correct. Tu peux jouer au jeu avec le numéro donné en exemple mais tu ne pourras pas t'inscrire avec lui. Et si tu veux que tes scores soient enregistrés sur le metatverse (ce qui nécessite que la connexion internet soit active à la fin jeu), il faut que tu ais mis le même n° de série. Le n
[quote]GalCiv 2 will have ship design and fleets (tied to logistics).[/quote] Does this mean that we will have tactical combat? Or will be the ship design like the unit design in Alpha Centauri? Surely some people will have another point of view, even flame me, but I hope that there won't be a tactical combat in GalCiv2. It will give the human a great advantage on the AI. I have played some 4X (eXplore, eXpand, eXploit and eXterminate) games with tactical combat (Master of Orion (1
Quelle version joues-tu? As-tu jeté un coup d'oeil au site de Nobilis (http://www.nobilis-france.com/detailssoft.php?id_soft=101)où il y a la version 1.12 en français?
Since this guys speak about Stars! Why not remind him about Master of Orion (the first one) and VGA Planets. I know, they are old. But I think to remember that they were olders than Stars!. With his logic, Stars! is a ripoff MOO or VGA Planets. I agree also that it looks like flame/troll bait.
From what I have read in another thread (1.2 is out), it is a Galactic Achievement :)