A ship with several move points per turn on autopilot appears get its move points reset to its max move points when it reaches its target tile. At least, that's the way it looks. It is hard to tell whether the ship gets selected because it has reached its target tile or because it is in the new turn. If the latter, then the ship is not coming up for completion of its move points when reaching its target tile.
Lucky_Jack
Well, the consistant failure I pointed out in post #12 has just been proved to be inconsistant. I had a planet selected and after two turns of "0 weeks", it completed the ship and the drop down appeared.
Thanks, Scott.
Garp. I haven't seen it do that. If you are reusing the same transport each time, then it is as if the game thought you had aborted the attack. Hhhmmm. I wonder if that will help me recreate it here? Or, could you have a corrupted copy of GC2? Never hurts to reload just to be on the safe side.
It won't unless you turn it off then on again.
This was a game I had played without reloading it. If I can just get to this point again, I will send you the saved game.
Wydom@ker, I think I know what the problem is, and I can understand your confusion if you had never played GC1. After selecting the invation type and going to the next screen you get a screen that (some future beta if they carry this feature over from GC1) is a randomizer (if you watch long enough, you will see two numbers that change, from 2 to 1 to 3 to 2 to ....). On GC1, This screen includes the text to "Press the space bar". What this d
I have now observed a consistant case with the ship completion drop down failures: If the planet is selected when a ship is completed, there is no drop down for it. But this is not the only case where ship completion drop downs fail to show.
I am now seeing cases where ship completions happen after only one turn of "0 weeks" to go.
On further examination it appears this happens only when you have a planet selected. If you left click on empty space (which deselects eerything) the find key does nothing. Also, if you have more than two ships on autopilot and have a planet selected, the find key will first find one of the ships on autopilot, then does nothing if clicked again.
I have watched over a dozen social completions and have not seen even one that displayed a "0 weeks" in the completion field. Is this a planned change? If so, I welcome it.
Another thing about the UI that is beginning to grate on me is that the spaceport window does not have a "back" key (or something like it) that will return you to the screen from which you went to the spaceport. It is very difficult to traverse the planets using the next/previous buttons on the planet view and also look at the planet's spaceports. Until now I have been reticent in bringing this up, because I know what was available on GC1 and am expecting something s
I am finding it increasingly strange that the find button selects a ship on autopilot when there are no ships with moves left except those on autopilot. GC1 did not do this, and I know I for one am more comfortable with the GC1 behavior. So the question is, is this an error in the code, or is this a planned change in behavior? (For those who never played GalCiv1, if the only ships with moves left were all on autopilot, the find button would not select a ship
Well, I wish this problem was a bit easier to develop some sort of a pattern of when it happens. This time I completed a ship on a planet that had no social projects being built (it had finished building on its last buildable tile several turns ago).
Here is an oddity I just noticed, but whether it relates to the missing ship completion drop downs or not I can't tell. A planet completed the social improvement "basic factory" when the turns to complete a ship changes from one week to 0 weeks, the ship gets completed (as might be expected) but the drop down for the ship does not appear. So far, I have only observed this once that I know of. But then, this is the first time I have been watching closely. <B
Try this: Colonize a large quality planet (e.g., PQ 19) and designate an improvement for all of the buildable tiles. Now select one of the improvements (near the top is good) and click the down arrow. The item is moved down one slot but the original slot for this improvement is unchanged. If you try to delete the item (the one still selected but in the new slot), the improvement originally in this slot gets deleted from the queue. In addition, the tile for the origin
I seem to be the only one getting crashes, if what I see on the forum is any indication. Am I the only one trying everything out? A ship autopiloted to a planet and autocolonized it. I canceled the colonization and got a CTD. ----- SE report ---------------- Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Intel(R) 82865G Graphics Controller Application Excep
This was on a game I had reloaded from an autosave after a fresh start of GC2. My autosave interval is set at three, so this happened on the third turn after reloading. I don't know if the autosave is involved here or not. I had hit "next" and the autosave window showed, then it crashed. Debug file and SE report have been sent to Scott and Cari. ---- SE report ---------- Stardock SmartException Logging Information ----------------------
That has only been available for about 6 months.. before that my screen and graphic card max resolution was only 1600*1200 . It was about two graphic card drivers ago that it got updated. Sounds like the driver has a bug. Can this particular hardware's capability be changed by a driver? I think not.
Zippo342, in order to understand influence in GC1 I think you really have to play the game, or at the very least, read the documentation on Stardock's site. Here is a simplification of how it works in GC1: Influence in GC1 is a sector by sector thing. Each planet you have in a sector increases your influence in that sector, and fractionally in adjacent sectors. Influence from a planet is affected by some other factors, such as 1). a solar system ha
but SD has told us that they welcome UI suggestions in this beta. Just don't expect them to happen. Yes, don't "expect" them, but with Stardock there is hope. In GC1 many ideas from the testers were implemented. The biggest most important one, space stations and the constructors it took to build them, came from a sugg
At this level of the game (0.12) it is quite obvious that morale and economy are not in yet. You can set your taxation and spending to 100% and suffer no consequence. The result is that you always have a positive cash flow and never run out of funds. Once Morale and economy get added I expect we will see a big difference. So using those very low PQ planets is not really needed (yet?).
Yes, definitely, THANKS.
Magus, The real killer is that this behavior is inconsistant. Sometimes I can restore a game and the ranges are OK. Occasionally, not.
In post #2 Monitor Max Resolution: 1600,1280 Can that be correct? I didn't know there was a screen or display card that could display more than 1200 pixels vertically. The max on my display is 1600*1200.