Vandenburg - thank you so much for taking the time to do this test and post this information! Hopefully it will help lead to rapid resolution of the issue. I wonder if maybe the random event is something like this: Each turn there's a small percentage chance that the race will redesign their ships. Maybe intelligence even impacts this chance. Maybe nobody did the math to figure out how many turns it would take, on average to hit that redesign event. That, combined with the intell
cibelon
I asked about this same issue in a "game talk" thread. Then I raised it in a bug thread. (Search for the word "unarmed" if you want to see those.) You're not the only one. You might answer a few questions for when someone eventually looks into this: 1. What version are you running, 1.1? 2. Is this happening in a campaign scenario, and if so which one? Or a regular "sandbox" game? 3. What difficulty did you have it set at and what intelligence level was th
Do you know how I can double-check that from a saved game? I CAN say that I have never deliberately selected "randomize intelligence." I have selected "randomize races" - and did so in this case - but not intelligence. Unless randomizing races also randomizes intelligence without showing that box as checked (or being mentioned in the docs). The manual claims that the overall game difficulty setting overrides individual race intelligence settings (although if that's the case, why ha
I posted this several days ago as part of a thread on issues with 1.1 beta 4 and the campaign but in the general game talk category.
To those of you who say, "Unarmed ships in orbit is a tactic!" Yes, Yes, YES, we KNOW that. We have no problem with that. Our problem is with the AI in the campaign scenarios NEVER building ANY armed ships: Even when all their worlds are already covered with unarmed ships Even when they've researched past laser 2 Even on "challenging" difficulty and above We also understand that everyone says, "Doesn't happen to me on normal games." That's not wh
On the positive side, reviews I trust say GalCiv2 is great – and it seems to have potential. And it's run fine on my system from the beginning. On the down side I’ve had "AI problems" from the beginning as well. I’m running the most recent update – the released 1.1. I signed onto the Metaverse and played a small game against two opponents – just normal difficulty – to try things out. One opponent – the Drengin seemed to do fine. They colonized several worlds and discovered a vari
I'm really trying to give the campaign a chance. But now I've updated to the released 1.1 and the same thing is happening even though I started a brand new campaign from scratch. The Drengin have tech up to laser2, but in the second scenario of the campaign they are still building exclusively unarmed ships. I went to their homeworld, killed all the ships on it and watched it for 10 turns. First they built another unarmed ship - well, maybe it's cheaper and faster and the AI is worried about
Hi Yes, I saw that in one of the earlier responses to my question (don't know what "the journals" are, though. EDIT - I have since found them on this site. I will look at them, but please keep in mind I came here with a specific problem and the search function applied to forum posts, so that's where I looked first. And, as I mention below, the unarmed ships are only explained in one of the two situations I describe. End edit.) However, that only applies to my second pl
Hi, I don't think I had any espionage going, but I'll try that. I can say, though, that no weapons techs up to and including laser2 showed up in my list of techs I could trade when I talked to them - in my experience that implies they have them. I even checked for the early ones "galactic warfare" and "space militarization" and "space weapons" in case they were stuck early in the research path. That was in the previous campaign,
The "unarmed Drengin" phenomenon continues. This time, in scenario 3 of the campaign, I checked more thoroughly. I put a ship by their homeworld and can see they have two defenders circling it - both ships are defender class ships, but have no weapons of any kind and don't fight back when attacked. I then talked to them via diplomacy and confirmed that my various beam weapon techs do not appear on my list of techs to trade, so it seems to me like th
Thank you for the information. I have played the first mission of the campaign twice - completely restarted the campaign, not from an early save - and the same thing happened! I suppose I can try once more. I'm running 1.1 BETA 4B which is what I received from the downloads page on the updates link. I was unaware of the population growth bonus levels - I don't know if I think the double for 100% makes sense, such a huge jump fro
EDIT: The "Enemy with weapon techs building only unarmed ships" is still happening in the released 1.1 version for me. You can see post number 11. So I just bought the game the other day, played a tiny universe, then a small, and then decided to start the campaign yesterday. I've completed the first two missions and noticed some things: (I'm playing on normal difficulty and have patched to the most recent version available as of 2 days ago.) 1. I don't