By the way, if you are looking at the Guard function code, do you think that we could get a "Fortify Location" or "Hold Position" (or however you want to word it) command? It would help to manage sensor ships, and fleets dedicated to starbase defense if they didn't wake up every time a hostile ship arrives. Please and thanks.
Umm, could you describe exactly how you want this to work and e-mail it to carielf@stardock.com? I can't promise that I can get it in for 1.7 because there are still memory issues and some bug fixes that I want to deal with, but it could be a quick and easy feature for 2.0 if I don't get to it before then.
Is it intentional that, out of all the extreme colonization techs, Advanced Heavy Gravity Colonization is the only one that has a very low AIValue figure (5). All of the other colonization techs have an AIValue level of 25 or 26.
I'll have to ask Brad on that one.
Planet rings DO NOT currently provide any actual bonus tp's, even though the Details screen will list the +10% to research for rings among the planet bonuses.
I remember looking into this briefly when you first reported it, but I didn't draw any immediate conclusions. I'll have to look at it again.
Now, to the questions. I'm getting the same "String not found" message; I've tried an uninstall/reinstall with no luck.
What's the date on your screens.str and english.str files in your Dark Avatar directory? Check C:\Program Files\Stardock\SDCentral\Installed for the gc2_DarkAvatar.log file and send it into support@stardock.com or come into #galciv on irc.stardock.com between 9-5 (If you come in later than 5 the people who can best help you may be gone already). SDCentral has a chat feature if you're not familiar with IRC.
Also, while I really like the idea of paying off loans early, I don't see the strategic advantage of it. Correct me if I'm viewing this wrong, but the payoff cost appeared to be equal to the weekly payment times the term of the loan. Shouldn't the player get the advantage of paying off the principal now, thereby avoiding future interest payments? This would allow for much more interesting decisions on present vs. future spending.
Well, it's really less for strategic advantage (to do that properly, the AI would need to be able to do it as well) as to give you the opportunity to repair your finances if you get a lucky break like the economic boom, when you have tons of cash in your treasury because you can't spent it fast enough. Right now, we don't really calculate out the interest payment separately, so that would have to be something that we would have to change. We would be more likely to make this kind of change in an expansion or sequel since it's an actual gameplay change that would require balancing, etc.
This is pretty harsh on the quality of starting positions for those of us who play a lot of RARE and UNCOMMON settings. Could we get that limit scaled to the Rarity settings, so that there is the possibility of your HW on low density settings having as many as 4 bonus tiles?
It's actually not, as long as you have a fairly even distribution across all the habitable planets in the galaxy. But I hadn't thought to check on a tiny galaxy with everything Rare, tight clusters, and 9 opponents, which would result in the fewest number of habitable planets, and I did find that it wasn't able to place all the possible bonuses with the current distribution. So I changed both the method of reserving a number of bonuses for the reserved star systems and then made it so that instead of randomly picking a planet from a list, it randomly shuffles the list of planets as well as the list of bonuses, and then goes through the list in order, shuffling the list of planets after each pass. This achieves my aim of getting a more even distribution on the homeworlds without penalizing the total number of bonuses available in the galaxy. This was true of the other sizes of galaxies with various availabilities of habitable planets as well; I hit CTRL+N several times with various settings and still saw 2-3 planetary bonus tiles on all the player's homeworlds. So this change will appear in the next update.
Would it be possible to incorporate into the event log specific instances in which the player convinces the AI to declare war on another race rather than merely the starts and culminations of wars? I've not yet played a new game this far, so I'm also curious as to whether our ethical alignment choice will be counted in the event log?
Regarding the first part, probably. The event log does not currently make an entry for when you choose your alignment.
When the Iconians surrendered to me, the event log said that correctly, but right after that even it said i had surrendered to the Iconians, which was not true.
Yeah, I have to look into that one.
When you press Ctrl+N the AI was resetting difficulty level. Did you fix that?
No, I still don't know what is causing that. When it was first reported, I looked into it, but it wasn't doing it for me in the debugger. I haven't actually gotten this to happen yet. It might help if someone told me exactly what settings they started out with, if they were starting up fresh or if they'd loaded a save game previously, etc.