We are in the same time zone. And if I remember correctly, in the same country :).
Peace Phoenix
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.
As I have said, I have no 100% guaranted receipe. I just know that in each game when I have tried to activate the bug, I have succeeded with much or less ease.
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 !!
[quote]My empire is expanding quickly, however there is a series of uncolonized class 18 planets just far out of my colony ships' reach.[/quote] Are they any low PQ planets that could be used as range extender?
[quote]Limit yourself in the expansion phase, I find that 5-10 planets is more than enough to win on gigantic maso,[/quote] I guess that habitability should be taken in account for the number of planets ... [Message Edited]
[quote]How do you get the 7 races to appear, or play against? [/quote] It is in AP (currently, version 1.49)
[quote]that 1 move per turn a killer in the larger galaxies[/quote] If you aren't exploiting the terror star fleet bug ... :)
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.
[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
[quote]The UP is a regular event, it may be like every 24 months (turns) or is it 12? Anyway it is every one or two years and you get a warning that the UP meets next month so you can save the game and go grab a snack. [/quote] I am pretty sure it is each 4 years: first in december 2181, then 2185, then 2189 ...
[quote]Peace Phoenix has it dead on:"MOO ... MOO ... MOO ... "(Well, I assume he meant MOO3, but saying it exactly three times makes it clear that's what he meant )[/quote] You are right :) .
[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
[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 ... :)
So you are playing 1.03 game. Right? too bad that you can't play at higher version due to crash. :(
[quote]A good ship design could, up to a point, compensate for a technological disadvantage[/quote] Which is a drawback for AI as they can't have a good ship design :(
[quote]PS: I just reinstalled the game and updated to 1.03 one more time [/quote] 1.03 or 1.13 ?
[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
[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.
[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
[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
[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.
Are you at war with a major AI?
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.
[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.