Peace Phoenix

Peace Phoenix

Joined Member # 809893
0 Posts 365 Replies 12,580 Reputation

Since you are planing some testing with TS, I think that there is something to look into: I was able to increase the speed of a scout with TS. The TS fleet bug was activated with some scouts (TS and scout with the same number of move). And when I select the scout, flet with the TS, reselect the scout, I see an increase of the scout move. I think it was after that the TS has move but I am not sure.

28 Replies 665 Views

The bug is still here in 1.13. But I have sometimes troubles to activate it. I used it to increase the speed of my 6 terror palaces :). And strange things appears when you put all the TS on the same square, with some scouts, merge them in one fleet. A save and reload could help to activate the bug too !!

28 Replies 665 Views

I have found a nice bug in 1.13 and I think that it is still in 1.19: The game doesn't seem to check if the home planet of a freighter is still in the empire when the trade route is made. This what I have witnessed: Hestia was an arcean planet. I culturally flipped it to me. A few turn later, I have a message telling me that an arcean freighter has arrived to Sol from Hestia. And when I check the trade route, I found that there is a yellow link between 2 blue planets : Sol and Hestia.

97 Replies 3,373 Views

[quote]In the Diplomacy window, when manually entering a duration for a Money deal, you can enter an arbitrarily large amount (e.g.), 100 bc for 9999999999 monthswhich results in an overflow and line wrap when returning to the Diplomacy window (e.g.), 100 for 14100655407month(s) Using the arrows/slider limits the duration to 50 months as before. What is the intended range supposed to be?[/quote] If it is possible to have an excessive duration for tibute, I think that there i

97 Replies 3,373 Views

[quote]i think that you should be able to trade for techs reardless of alignment requirements, it makes more sense within the context of the game. hyper warp could only be researched because good civs dont kill the weak, but there is nothing in the tech itself that has alignment value. russia and the us shared technology in WWII, and they awere on opposite sides of the fence. just seems artificial.[/quote] I think that hyper warp is an exception. Will good civilisation use a tech that i

39 Replies 1,713 Views

[quote]I think my way feels more natural to use, but that's just me - and the maths does get more complicated as you include social projects, different sized planets, etc. If people can't intuitively see where money goes when using this system, then it's a bad system.[/quote] Why I have the impression to hear a strange sound: MOO ... MOO ... MOO ... :)

96 Replies 5,104 Views

[quote]Seeing as the star bases now cost so much, I can't help but think it would be nice if on disbanding one you could get the constructors back. Obviously a sudden flock of constructors could unbalance things so how about making it so you can only remove one module at a time, and it could even take two or three months to detatch each module. (I've not bothered with 1.19, if it already does this I'll stand in the corner in my shame)[/quote] What is the pratical point of having the con

64 Replies 2,595 Views

[quote]Doh. After upgrading, when I loaded the game back my entire research system was screwed. It thought I'd won the game through a research victory, but still thought I hadn't researched "weapons theory" yet too. I clicked on 'end turn' and won the game. Doh.[/quote] I feel silly :( . Looks like you were playing with version 1.12 or older. And I have forgot to warn you about save game problems when upgrading version of the game.

7 Replies 204 Views

[quote]However, did any of them fix a bug I met : On my french version, the United Planets always choose one peculiar subject for each meeting. Do the patches resolve this problem? On the contrary, do you know someone or something that could help me? Thanks.[/quote] Since I know that version 1.12 has a bug with UP issue (presenting only 2 of them), I suppose that you are playing french version 1.12 (which is the french stable version). If you don't mind to play with some texts in e

96 Replies 11,338 Views

[quote]Examples: 1) A nice fresh planet, governer sets production to be mainly social, queue has basic PQ improvers, production and morale stuff. 2) Long established planet, governer sets social production to zero (nothing left to build so an empty queue) all resources allocated to research and/or military production.[/quote] I see the point about the 2 extrems of the developpement of a planet. But this doesn't adress the case of the mid developpement of a planet, where you have

96 Replies 5,104 Views

[quote]No, not at war with anyone[/quote] Looks like a bug then. What version are you using? You should make a save, exit the game, restart Galciv and reload the save. After 2 or 3 turns should should have the 12 mts left (influence take some time to build up correctly after a load). It the counter don't move after the few turn (and haven't a message telling you that the countdown has started), you should send the savegame to CariElf.

7 Replies 204 Views

Strek: I don't understand why you have quoted me in the previous post. I was asking an explanation about what Dirt Craver has written. I understand the concept of having governors sliders, but I personnally feel that you shouldn't link the sliders with a production queue. For me, it is 2 differents things that should be separated in order to be efficiently used.

96 Replies 5,104 Views

[quote]Is it better to just keep buidling things in the que rather than waste money, i know that the maintance cost can add up, but is it offset by the increased taxes from increased morale and production?[/quote] I should miss something: what is the link between taxes and production? What to do about costly (for a mantenance point of view) social projects that don't do anything about morale? More, if they add production or research, a part of the bonus need to be paid.

96 Replies 5,104 Views