Iconians have only 2 starbase mining modules ! Too bad, I also always play with tech trading disabled ...
Aldebert
[quote]6. If the tech you were planning to research jumps up in cost, have you tried giving other techs your attention first and going back to it once your empire has expanded more?[/quote] I see you did not experience the bug. What happens is that ALL techs costs suddenly [B]double[/B]. And it may happen several times in a game. A week ago, I sent to Carielf a saved game one turn before the doubling (reproducible). [quote]and this thread devoted to attempts to isolate the
On May, 6th, Frogboy wrote : [quote]The plan is to release a v1.92 in early June. v1.92 will be mostly bug fixing and balancing.[/quote] It seems they will stick to that plan, even when the game has been unplayable for one full month. Hard to believe it's still Stardock in charge.
[link="http://en.wikipedia.org/wiki/Dungeon_Master_(computer_game)"]WWW Link[/link] Atari 520ST in 1987 : Dungeon Master ! Remember Chani Sayyadina Sihaya and Sonja She Devil ?! And rockpiles and screamers ...
[quote]I'll also be happy to get to spend some time on GalCiv. There's a number of tweaks and changes I want to put in there such as the research cost algorithms[/quote] Any chance to have this research cost bug fixed this week ? [link="https://forums.galciv2.com/310872/page/3"]WWW Link[/link]
[link="https://forums.galciv2.com/312512"]WWW Link[/link] Some hope ? [quote]I'll also be happy to get to spend some time on GalCiv. There's a number of tweaks and changes I want to put in there such as the research cost algorithms[/quote]
[quote]Some of these seem pretty major to me and holding off any fixing, specially re: the tech trees, can't wait until early June. Some people on the msg boards are already getting frustrated by the lack of response from the ToA developer community on some of these threads and saying they are going to hold off on ToA. Again, with some major tech tree issues that have been brought up, I am trying to avoid the feeling that TOA is unfinished and unbalanced from that perspective. Just some
A game killer, yes. I also quit at this time. I finally managed to win my game through diplo victory, but it was not fun at all. I had all techno costs doubled a second time, and then other increases. Overall, for example, "Technology Victory" went from 33000 at the beginning to 200000 at the end of the game. I guess that it should have been 50000 by "inflation" (but even this "inflation" does not seem to be documented). In my game the doubling also happened when finish
Thanks for your reply. I did not find the posts on this subject due to the poor search tools on this forum. The link is here [link="https://forums.galciv2.com/310872/page/3/#1739244"]WWW Link[/link]
Same bug [link="https://forums.galciv2.com/312382"]WWW Link[/link]. All research costs suddenly exactly doubled.
Hi ! Playing TotA, I noticed that suddenly all techs research costs have doubled. One turn earlier, researching "Research Academies" would have costed 900+, and now it's 1800+. And the same happened to all technologies. I'm playing a custom race based on Altarians, on tough difficulty. Does this work as designed ? I haven't been playing for a long time, and I can't remember having seen that in earlier versions.
1. Can only trade tech you researched yourself. Best idea so far. You really shouldn't be able to acquire tech from others and whore it around. Yeah, it limits you, but due to the utter cheese factor some practical limitations need to exist. 2. Blueprints. Second best idea. Acquiring tech from someone else should not be full acquisition, rather a large amount of researc
Actually, I'm not sure if their bonuses are supposed to be +x%s on planets in its range, or if the starbase itself generates (x) influence Yes some clarification on this would be welcome. Also : what exactly do the IP figures mean for a planet. For example : 21.3 IP (3.08) I understand the "Influence Point" figure, but
if you use this strategy, the game will become so easy that you will probably lose interest in it Yes I fully agree with that. This has almost already killed the game for me. Option to disable tech trading. </TR
When there is a stack of ships on a tile - how do I access the upgrade ship button? as far as I know, no there is no other way, you must move the ships around and disband fleets. Something has to be
And btw: is there a way to upgrade just SOME ships in a fleet, without having to remove those ships from the fleet entirely AND move them individually to an empty parsec?? I would really like to know that !
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 ?
I think this one was carried over from galciv 1. I suspect it may work "as designed" to give a penalty to those who reload too often. You also get no production/research from the first turn after any game load. You can easily check that on the graphs. And some space anomalies will disappear.
Testing. The "Default" setting works for me.
Population seems to always grow at 200k per turn. I do not get the 100% growth bonus for having 100% approval rate - I still only grow at 200k per turn. The racial growth bonus seems also to be broken.
Vive la Pomarje !