I have this bug too, and its really annoying. The devs however are aware of it and said it would be fixed in next patch, stating its a 1 line fix. And btw, Fuels Chief, your suggestion doesnt help solve the bug, deleting the design doesnt get rid of it, because it is saved within the savegame itself.
defimus
Yes, this is quite a common bug, I've seen it countless times in my games. Hopefully it gets resolved soon.
I've emailed stardock at [email protected] alerting them to this thread. Hopefully it will be resolved in the next patch.
This bug is still present in 1.0X.009
AFAIK there is no waypoint manager. There are only waypoint governors. They allow you to change colony / ship destinations to specific waypoints, but not delete the actual waypoint itself.
Agreed, #3 needs fixing in the next patch.
I second the above request. It would be extremely nice if there was a detailed document explaining all game mechanics, that is continously updated from patch to patch in the Galactic Databank portion of the GalCivII site.
I have the same exact bug as outlined by the thread starter, only it is true for all ship components.
#14: That bug seems to have been resolved for me with the 1.0X patch, I have seen it in the 1.0D patch.
Great post! I've noticed one more. In the 1.0X patch, economic starbases are suppose to now provide a research planetary bonus as well. Indeed when you upgrade the starbase, it does say +X% miltiary, social, and research bonus. However, when you click on a planet within the sector of the starbase, and click on the details button, and look under the "starbase bonuses" section, it only shows military and social bonuses being applied, not th
I have noticed this bug for the first time in version 1.0X. I have not witnessed it within previous versions. Quite often, some of my fleets at the start of a new turn have 0 movement points. For example, the ship info panel displays: 0/7 movement points left, despite me not having moved the fleet yet. Nor is the fleet on any autopilot course that it could have used up its movement points (thi
thread moved to: https://forums.galciv2.com/?ForumID=162&AID=105147
I have the same identical problems as are outlined by the thread starter. I have documented them by snapping screenshots and I am also providing the save game. Note: I have the Collector's Edition, and I'm updated to 1.0X.009. No overclocking of CPU or GPU. Savegame: http://def.qwplayers.org/galciv2/Masochist.sav http://def.qwplayers.org/galciv2/bug1.png "Build Ship" Bug: Every version of every ship design appears in the buildship dialogue popup on everyplanet (for e
Thanks for the update.
Thank you, Liz.
I've played one full large galaxy game to completion so far, never saw any lights yet either. I've had many alot of high quality worlds with large populations, highest PQ 19, with population 23 billion. ------------------------ Windows XP SP2 GalCiv II (English Version - February 2006 v1.0D1) nVidia Geforce 6800 Ultra ( 81.92 Forceware) AMD Athlon XP 3200+ / 1GB DDR RAM
I have a question regarding "Trade Good" bonuses. For example, If you construct "Diplomatic Translators" (+40 Diplomacy) and then barter with the trade good, by trading it, for example, for a lump sum of money to a foreign civilization, do you lose the +40 diplomacy bonus after the transaction is complete? Or do both you, and the foreign civilization that you traded the trade good to, both have the bonus, given the fact you are the one that construct