Thanks for all the replies, everyone. This is certainly all the workaround I need. Disabling snap-back plus the 2 key should do the trick.
parsok
I think this bug has been around forever, so it must be a known issue, but after a few searches I couldn't find any relevant post. Often (definitely after I hit quicksave), the game shifts the view angle by a few degrees. This is an admittedly minor issue, but it really bothers me as I often wonder if I'm going crazy seeing things just a little bit out of line. Is this in fact a known issue? Is there any kind of fix or workaround for this?
Just my 2cents, but throw me in with the crowd who thinks resources are overpowered (influence being the worst, but far from the only overpowered resource).
I don't think it's such a big deal since these type of events effect ALL the races. Well maybe it's more of an issue on gigantic maps, but these events tend to favor the human player over the AI, since the AI doesn't really know how to take full advantage of them. I'm on my first full game (after 2 sh
Well, I wouldn't quite call these game breakers (it depends on circumstances, and yes certainly they can be guaranteed game winners), but I do agree that they ought to be toned down. I know however that I play exclusively on gigantic maps, and sometimes I wonder if these random events are less potent on smaller maps (I can imagine that it might be challenging to balance across all the variations players can impose on galaxy creation). I some
He meant name some major bugs. OK, so here goes. I do believe these are all well known issues/bugs; I've seen every single bug listed below mentioned in one or more posts in this forum. 1) free movement turn on load 2) disappearing anomalies on save/reload (possibly fixed in betas, I haven't tested) 3) autopilot
A LOT of bugs? Hardly. At least not of a serious nature. Well, I guess it depends on your threshold of "serious". I would agree that even under 1.0x there were no game killer bugs, at least for me. However, I would certainly say that there were a lot of significant, and at the least, annoying bugs. For exam
Name some. Name some "what"? Do you mean name some bugs?
Marcathonas, while I appreciate and agree with the general tenor of your reply, your response to the first bug on his list is not at all helpful: 1. THIS IS DELIBERATE. It's to stop people from save/reloading and changing the outcome of a game. I don't believe this is deliberate. If it is so, then it is highly misguided policy. For o
So please, please, please add a keyboard shortcut for "next planet". Thanks so much Stardock! I second that!
I had *exactly* the same problem, but a reboot solved it for me.
Hey, I've noticed this with three games now playing the 1.1 beta. I cannot have peace. It doesn't matter what I do, most nations are going to attack me pretty quickly. The AI setting is intelligent, however it doesn't seem to matter whether they can actually reach me or not (much of the time they are across the map with several e
The problem is that the bonus is not labeled correctly. Instead of saying +1 trade routes, it says +1% trade routes. This is a common thing in GalCiv games, to put % in bonuses where a % does not belong. For example infleunce starbases modules may say it gives +7% influence, but it really gives +7 influence to that starbase. Yeah, this re
I've been seeing similar behavior under 1.0X, 1.1 Beta 1 & 2 (and probably 3, though I since stopped using upgrade, I can't say for sure). What I've seen is that from time to time, on certain ship upgrades and not just core (which I understand are upgradeable under beta 3), the components are cheaper to add than if you do a new ship from scratch. The savings varies, and is usually rather small (I would bet that many users have encountered this without noticing). However once I
Also : some space anomalies disappear after re-load. All this is probably intentional and was carried over from galciv 1. I think Stardock did aknowledge that in the galciv 1 forum. Can somebody confirm ? It is true that all these file save/load problems are a carry
I do believe this bug has been reported, but I don't suppose anyone has found a workaround for this (yes, I know I can turn off the background music, but I do prefer a game a game with background music). Wonderful game, but I gotta say its more than a little bit buggy
Creativity is amazing, honestly. This is how it usually works. I just finish researching Laser 1, and presto! Laser 2 is finished. Graviton Driver 2 is completed, and eureka, there's Graviton Driver 3. I believe that this has nothing to do with Creativity. If your research rate is high, the game will give y
So, you're saying that there's a bug out there that sometimes prevents ships from combining into a fleet, even though they should be able to, w/in logistics ability limits?
Personally, I think you're missing something. But maybe that's just me.
PQ only increases the initial amounts of tiles for your homeworld. Currently the only thing it really does is increase the max population of a planet. (Absolute maximum population is supposed to be based off PQ) Are you sure about that? I've taken max out PQ bonus for a custom race, and it
With all 4 in the same grid click one and it will bring up a box containing images of your ships. Click on 2 of your transports (assuming you have the logistics for two) and they will become highlighted. Then create fleet with only these two highlighted. I swear to God, I've done exactly that about a thous
As far as I know starship bonus applies only to ships built on that planet. I am not sure though "what" exactly the bonus applies to. I am reasonably sure it is not speed of the ship, which leaves hitpoints and damage. Hopefully someone else can clarify as I'd like to know as well I'm not 100% sure, but I
Ok, this is going to sound pretty dumb, but I can't get more than one transport at a time to invade a planet. I've got 4 transports stacked adjacent to a planet, and all have movement. I can't seem to form a fleet with them (haven't done that before either), if I hit the create fleet button, it seems to create an empty fleet, but won't put any transports in it (it looks to me that w/ 12 logistics ability I ought to be able to put 2 of my transports tog
Since no one else has replied to this yet, I will, even though I haven't spent enough time in the game to verify what you're seeing. I did notice that the Wiki had the same analysis of combat that you do, and I would have to agree that this is not a good thing. It certainly would make ship design more interesting if defense were vital, all the way through to the end game and I imagine this is something that wouldn't be too hard to tweak (I