ProudCanadian

ProudCanadian

Joined Member # 1541019
177 Posts 486 Replies 791 Reputation

I'm not sure if this qualifies as a bug, or if it's just a necessary circumstance of galactic politics. It bugs me when an AI race that I have always had good relations with suddenly thinks I'm about to attack one of their planets and pre-emptively declares war on me. EXAMPLES: 1) Drath are getting decimated by the superior Drengin military. Drath are about to lose, so I trade nearly my entire fleet to them for a bunch of tech and cash. We have always had good relations, never be

3 Replies 3,504 Views

The Sentinels of Skowbo need just 1 more member to complete our Council of Five.

12 Replies 7,465 Views

They should and would have to completely redo the entire ground combat system of the game to change this. Don't forget that the AI would need an overhaul also. I imagine this would be a very big job. I'd love to see a brand new ground combat system and racial population system (I also liked how it worked in MOO2) but I wouldn't expect to see th

23 Replies 20,634 Views

I experienced this AI-Defenders-with-no-weapons thing last night with a non-campaign game (Tough level). OK, so the argument of keeping something in orbit to prevent transports landing is fine I guess, but there is no reason for the AI to start building Defenders with defenses and no guns! That is just a waste of money, since a ship with 0 weapons but with defense points is still completely vulnerable. I experienced this in my game where the Drath starting building Defenders with no weapons b

19 Replies 10,741 Views

Automatic "empire short names" and ship name themes in a file that the user provides would be excellent. I'd love to see that kind of enhancement.

10 Replies 10,379 Views

The Iconians were changed to a good race in patch 1.1 Oh I didn't know that. I didn't play the game for several months because I was busy at work and I just recently started playing again. I'm just getting familiar with a lot of the changes that happened. Thanks for the info.

4 Replies 3,505 Views

It would be cool if there were some morale penalties for conducting counter-espionage activities on your own planets (ie: deploying your spies on your own planets' tiles). Maybe this would only be an issue if you are using one of the advanced government types (Republic, Democracy, Federation).

1 Replies 3,174 Views

Download "SmartException" from www.stardock.com. It's a small utility that sits in your system tray. If GalCiv crashes it will record diagnostic info in a file that you can email to the programmers at Stardock.

7 Replies 5,836 Views

I started a new game on a small map at Tough level as the Iconians. I set all the other settings to random. I noticed very early on that my race had a Saintly morality rating. I had not had any random events yet at that point. Right from the start, my "tech completed" robot guy was white with green highlights, which I believe is the robot for a Good race. Is there a legitimate reason why the Iconians would not start as Neutral?

4 Replies 3,505 Views

Minor bug: When playing as the Iconians and you first obtain the Trade tech, you start with a Human-style freighter even though all the other ships are from a different ship-style set.

71 Replies 20,371 Views

And now the AI overcompensates by not building any factories and plastering econ buildings on nearly every tile. I don't think they are happy with less than 10 econs per planet any more, and it is rare to find more than 1-2 factories even on high PQ planets. Some have none at all. I didn't experience this in my current game (Tough level, each AI

71 Replies 20,371 Views

I have the problem of not being able to see the planet name either. The text area seems to have the color of whatever race you are playing as (Altarian in this case). Same problem here when playing at Iconians. The highlight makes the text underneath unreadable. Another minor bug. After played many turns I went to the screen that graph

71 Replies 20,371 Views

I played farther into the same game. At some point it does start to carry over to the next tech in the tree. I'm not sure if this is a bug or if one of the early research techs makes the carry over start to happen.

3 Replies 3,418 Views

I am playing a game using 1.3 Beta 3X. When I have a high amount of research and could potentially discover multiple cheap advances in one turn, I still only seem to get a single advance with no "carry-over" to the next advance on the tech tree. However, the surplus seems to get banked somewhere, because I am still getting new cheap advances on the next turn even if I turn my tech spending to zero percent. Is this a change in 3X? I also put all my game settings on Random, including T

3 Replies 3,418 Views

This bug has existed since version 1.0, was reported many times and never been fixed. The "time to complete" estimate that is listed on the colony Build Queue is often incorrect (underestimated by one week). If you compare the Build Queue value to the value listed for that colony on the Planet/Ship List (list that sits on top of the main map on the left side of the screen) you will find that the Planet/Ship List is always correct. Please fix this irritating bug.

0 Replies 1,752 Views

How do you set the intelligence levels manually? On the game setup screen where you can choose which AI races are going to be your opponents in the game, you can click each one individually and set the intelligence (and other things too). I don't think you can change the AI intelligence after the game has begun. If you could, I'm sure that wou

16 Replies 35,950 Views

I was thinking that a cool new ship component would be a combat-only engine that would give an equipped ship a first strike if that ship/fleet is the attacker. A first strike doesn't allow the defenders to fire back for the free attack round. Just an idea for the add-on.

3 Replies 3,308 Views

Kryo, you are so right. I turned Ambient Light down to 5 and all the planets look really good now. I had no idea what that setting was used for until now, and I don't know why mine was set to 50. No wonder I couldn't see that lighting effect!

35 Replies 22,395 Views

1) If you attack a planet that only has one ship in orbit (or has an Orbital Fleet Manager and only enough ships for one fleet) you will see the shield (garrison) icon disappear from the planet in the background before the battle sequence is completed in the combat viewer if the attacker is going to win 2) If you attempt to invade a planet, you can see the influence lines change in the background before the invasion combat sequence is completed in the combat viewer if the invader is going to

0 Replies 1,422 Views

I didn't know what people were talking about with respect to the planet city lights until I looked REALLY close on some planets. I can see that there are lights on the side that faces away from the star. What confused me is that the "dark side" of each planet is not dark. If you add the realistic effect of city lights, shouldn't the side of the planet that faces away from its star be dark (except for the lights of course)? I'm sorry if this was already discussed before, but I've been away fr

35 Replies 22,395 Views

The list did not reset itself at all prior to 1.3, it would stay exactly where you were. That way you could move down the list and make any necessary changes. I understand that people who close the screen and come back to it would have a problem, but what has been done now has made it unusable for those of us who don't close the screen and come back to it.

8 Replies 5,261 Views