I deleted some wayspoints, but they reamined on the goto list. This may have happened after a save and restore. Production now continues in the turn after a restore, but the graphs still show a dip. It seems impossible to get more than 12 trade routes. The game should provide for up to 19.
Big David
I trust the problems with GC crashing whenever a game is started or loaded after runnign another game will be fixed sometime. With the bet, I notice that the planets list does not come up properly when I hit F2. Selecting the "my planets" button will bring up the proper infomation.
The supplied starting ship designs have some very unusual components. For example : The Human colony ship starts with 2 colony modules, but only one of these modules is active. The Human Constructor starts with 2 Survey modules, again inactive. Both of these ships have Advanced life support modules
In the 1.2 beta, the cpuncil event seems to be completely ignored even if your route limit is less than 12.
There seems to be a hard limit of 12 trade routes, though it should be possible to attain 19 (or 18 if base is changed from 1 to 0) Base number pf routes 1 4 trade route technologies (3 each) 12 Possible starting race ability 3 Council event (up to) 3 Total possible trade routes 19
Isn't it time for save/restore to be fixed to work properly?
This problem still exists with the 1.2 Beta. I tried humans with +1 route. and still ended up with a maximum of 12 routes, when I should have had 14. If there is a trade route limit, it needs to be at least 16.
There is nothing in the story line that accounts for the supernatural abilities of the starting flagship and other ships with survey modules. The flagship requires fairly advance technologies. I would suggest totally eliminatig the flagship. Start each race with a scout instead. Also requires that anomolies be visible before they can be surveyed. Unlike GC1, the technology needed for constructing a ship with a survey module is early in the technology tree, so that surveying
The Master Trade technology states that it adds 3 trade routes, but it only adds 2. For a race with no trade route bonus TRADE only: 4 routes (Trade adds only 3, so I guess there is a base of 1) +ADVANCED TRADE(+3): 7 Routes +MASTER TRADE(+3): 9 routes only I have tried a race with a trade route bonus, but that did not seem to work properly
Will saving and restoring a game be fixed to work properly at some point?
If you have created a user ship design. it becomes available in future games as soon as all components become legal event if they will not fit, because a required minimization technology has not yet been researched, or because you are now playing a race with less minimizations.
After I research Tech Victory, the game continues for one more turn before deciding that I had won.
When I start GCII McAfee Tells me that it has detected a suspiciious script. Is there a way to clear this issue up, or do I have to continue to hit "Allow entire script this time"? I called McAfee about this problem some time ago. In their current security software there is NO WAY WHATSOEVER to allow a particular program to run its scri
The detail text for stellar cartography apparently refers to what that tech did in GALCIV 1, rather than what is does now.
2) Make it impossible to start with. or trade for, any technology, without its prerequisites. Several races start with Ion Drive and Stellar Cartoography, without the previous technology. Additionaly it is contrary to the story line for any race to start with anything netter than the basic Hyperdrive Disagree. Ion Drive is just Hyperdrive with an added Iondrive.
This only happens the first time F1 is pressed.
If you press F1 shortly after loading a saved game, it brings up thew planet display instead of the ships display, Pressing F1 a second time brings uop the correct display.
How much was in their treasury? There is a game feature that forcibly reduced expenditures to zero when the treasure drops below -500.
I have the following suggestions for future versions: 1) Fix the escape key to close the topmost window, if there is one. 2) Make it impossible to start with. or trade for, any technology, without its prerequisites. Several races start with Ion Drive and Stellar Cartoography, without the previous technology. Additionaly it is contrary to the story line for any race to start with anything netter than the basic Hyperdrive 3) Make the individual components on core s
The game needs to be fixed to give each race ZERO available ability points with its default setting.
The initial Colony ship design is GROSSLY suboptimal. You can upgrade it , remove a support module, and end up with a STRICTLY better ship. Un view of the population changes, the colonly ship you start the game with should be fully loaded.
One thing I noticed that the AI does NOT do well is selecting planets to colonize. I have notiuced too many times a system with multiple inhabilable planets and colonies on the LOWEST class ones.
In the build ship display, there is no identifcation of ships in orbit. In the upgrade ship display, there is no indicator of the types of already-installed components. If you upgrade an existing design, you cannot remove individual components. In the planet screen, you cannot see ships in orbit. This is particularly desirable for planets without starports. There should be a green light component in addition
Some ship commands (e.g. Update) are not availalbe if the ship is in orbit or part of a stack. Intitial racial abilities still need work. Now every race can be improved over the supplied intial abilities. Computer controlled races often do not select the best (highest level) planet when settling a star system.
I feel there should be a provision to retrieve obsoleted designs in the ship designer.