The ships move very slowly across the screen, and this seems artificially limited (it does not get faster as you reduce graphics settings). A 47 range ship might take 8-10 seconds, and a hundred of them take for-flipping-ever. Is there a mod or patch or ini that will allow the draw speed to be increased to something reasonable?
Maxtipherous
Frogboy -- FIrst, if it was in the manual it was not reconsidered after complaints. Period. Second, calling this a rant is uncalled for, as is the preemptory tone. I was never treated this way in the first galciv forum, in which I participated for a year or so. It is inexcusable for the stardock moderator to post like this. Your forum will degenerate to the level you allow it, and I will probably not return.
What do you mean beta -- you mean the beta 1.1 patch? if this issue was fixed, why didn't someone just say it's been fixed in the patch?
1) the funds say "never" because the econ model is not updating correctly. There is no 3-turn lag between when a change is made and the results are displayed. 2) if it has to be "got around" it is a bug, not a feature. 3) if you destroy your factories it *does* make a difference to social on other planets. Your understanding of the model is flawed. 4) you should practice ranting, you aren't very good at it.
(I did search the forum before posting, but missed the discussion) This is a game breaker. I was top rated in the metaverse in GalCiv (as high as fourth for several months), so I know my way around the eco model and I'm familiar with the use-it-or-lose-it concept. But having to keep all the planets at a reasonably similar production level was never a big deal back then. My issue is, when you lose the ability to build lower produ
The manual says: "If you have no projects queued, the number above the hammers will be in parenthesis." I have a 26 quality world with mega factories, manufacturing capital, etc, consuming nearly 1/3 of my social output even when there is nothing in the queue. I expected that emptying the social production queue would take the planet's social production out of econ calculations (by using parentheses) in the same way that removing ship
many of the alignment opportunities come from colonizing planets. on tiny maps you might not colonize enough to make much difference. Try a bigger map. Cheers!
I use a full sensor drone sweep to avoid missing stars. as far as the cost to bribe, I was quoting from a starting bonus maxing out diplo bonuses. Without maxing I found 30-50 was more the mark
well, your constructors will probably build a lot faster if you turn your research and social spending to zero. I find taking the time to dialogue with minors is a hit, as is spending a lot of time thinking about the next step. Kinda "GalCiv, Twitch Style." If you haven't read this thread completely, I forgot to specify "rare" wich makes a huge difference. I don't know about a score hit. On Maso it doesn't matter, somewhat surprisingly. I do the sensor drones manual
I have noticed that if I reload a game several times doing little or nothing in between I get the wierd bug there nothing will move and the "turn" stays an hourglass. Memory leak somewhere
I set the sensor drones to sweep across the entire map, so you can see when the new stars are colonized by the color change even when the sensor drone is no longer around. if there is a i constructor / turn limit to building, there needs to be a build queue or I would forget what I was building where *grin*
[quote]I can reproduce the bug now by running the game in the AI-only mode[/quote] very cool -- that's what we needed!
" boosting those trade routes with some trade SB?" sure, why not. Your constructor production will eventually be so high that spending a few on trade won't make any difference. I've done it that way and the extra income is certainly welcome. Matthew Downie -- have you noticed that the AI rarely attacks on the first turn he declares war anyway? I think it would be 2 or 3 turns before he attacks anyway. A couple of times when I made a mistake I actually parked (set on guard)
[quote] Sector: 0,0 Parsec: 0,2 is always clear of the Fog of War.[/quote] same on my system
Carielf says "End Turn Skips Moves Left" means: "End Turn Skips Moves Left means that once you hit the turn button, all the autopilot ships are supposed to move, and even if they have moves left when they reach their destination, they're supposed to stop and let the next ship move. It doesn't always work that well." I thought it meant the order the AI's played in was reversed: end of turn causes the next AI to skip left (counterclockwise) instead of skipping right (clockwi
Hurley -- thanks for the clarification Carielf -- thanks for your efforts I want to point out that hurley's techniques do not consistently reproduce the problem. I grant that by performing certain random actions on his system using 3rd party software for a random period of time the probability of the bug exhibiting within a set time is extremely high. On the other hand, taking any directx game in windowed mode while running office, IE, and other programs, running resources
An exhaustive page by page search of the following bug threads did not reveal any substantive post from you about the disapearing ship bug: 1.11.078 1.12.079 1.09b Bug Report Bug Report Thread 1.04.59 1.05 I would appreciate your posting your technique for producing this bug in 30 minutes, so we can verify it on our systems.
Well, if you preclude adjacent sectors then the whole concept of sector will need to be reworked because a star might me on the edge of a sector. A terror star within striking distance, y'know? I really hope they do develop a reasonable mapping concept to replace sectors in the next release.
unfortunately your numbers are flawed. One-time costs of 5BC per starbase are basically irrelevent considered against the duration of the traderoute. The only costs that need to be considered are maintenance. here are my numbers from the thread "trade starbases are a farce" ~~~~~~~~~ start with 8 trade routes to a minor 2 sectors away. [when the trade route is initiated the popup] says estimate is 7BC per month (stats say trade bonus is 50%, economics 176%) t
if autopilot ships will not exhause their movement points on this turn, hitting the turn button causes them to complete the autopilot then ask to be moved by hand. The "turn" does not take place, and depending on what you select while moving the ship you might have to hit "turn" several times to actually get a new turn. Very annoying. The "complete all automoves" button has been discussed.
false positives, kinda like soda-pop factories. you can make peach soda in them, but you can also make cyanide from the pits. "But it is just a mining Death Star -- we had reports of resources in this sector."
nice theory but impractical. I am finding short, straight trade routes with minors and multiple trade starbases in each sector to be quick to initiate, easy to deffend, and highly profitable.
Slothrop -- good luck selling techs on maso -- they usually aren't buying.
jmforhan -- the rules I have set up for this challenge include no cultural starbases *wink*. With clusters you get limited, channelled growth, natural lines of defence, and as you said, time to guild up military. With scattered the AI just grows until he envelops you. LDiCesare amm's? I can't get to battleships hehe. I am going to try shifting to about a 30 planet expansion and live with the cultural pressure from all sides. Yeah, like that's gonna work.
in addition, the disapearing ship bug is extrordinarily difficult to duplicate. this means any potential solution is incredibly difficult to test. Think about it -- it might occur after several hours of playing. you spend a couple of days writing a fix, play for 9 hours, think you have it then *bamph* no little shippies. That's one reason carielf thinks it could take weeks to find and fix. If it were readily duplicable I am sure their attitude would be different. But c'mon,