I would classify this as a bug. If you have insufficient food, the population disappears in one turn with no further worries. There really should be a period of extreme unrest as people starve and die off.
fsk5809
If you're really going to be asking users to design ads for you, why not just hold a contest where the best ad design gets published?
I like to make my auto-explore ships have different speeds. This way, even if they all head for the same square, they will eventually get out of sync. Plus, there's a tendency for ships on auto-explore to lose this ability when they reach the edge of the map.
The +700 research bonus tile is documented in the manual, but I have never seen it in-game. There should be some +50% and +25% bonus tiles, with them being more common. There should be an option to set the overall frequency of bonus tiles. There should be a +economics bonus tile. There should be a +300% influence and morale bonus tile. When a planet has a colonization event that gives a bonus (morale, rese
I think this could be fixed by adding some variety in the weapons. Rather than making each weapon path strictly linear, have some techs where the weapon uses 1-2 less points of space, but takes 10x-20x the production cost to build. That would make for interesting tradeoffs. (Or make the research cost higher for the extra-miniaturized weapons.) Regarding armor, I found that balanced spending is best. 1-1-1 is 3 points of defense against a
I believe you were supposed to receive all war declarations (with sufficient espionage spending), but for some buggy reason this doesn't happen.
Also: When you have factories in the build queue, the estimated completion dates should reflect the extra production points those factories will add.
For v1.1 beta 2: Make the rally point window 'T' bigger; it only has 5 lines now. In this window, also display # colonies and # ships already going to that rally point. With "advanced" espionage, I should always get a popup notification when two AIs go to war. The game says "with advanced espionage, no futher spending is needed". Then why do you allow the player to spend more on espionage after receiving "advanced" le
Debug Message: Version v1.1 BETA-2A last updated on: Thu Mar 30 21:37:53 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 4/2/2006, 23:00:29 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: MARK-8K3MPMGPA0 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: En
For v1.1 beta 2: Make the rally point window 'T' bigger; it only has 5 lines now. In this window, also display # colonies and # ships already going to that rally point. With "advanced" espionage, I should always get a popup notification when two AIs go to war. The game says "with advanced espionage, no futher spending is needed". Then why do you allow the player to spend more on espionage after receiving "advanced" le
I have a '+' in my user name, and can't log on to the metaverse, because the metaverse login screen won't accept '+' as a character.
It isn't worth it to build a survey ship. By the time you get that tech, most of the anomalies have been explored, and anomalies don't respawn like they did in GalCiv 1.
Well, this almost could be classified as a "bug". If you "focus tech" all your factories all of a sudden are producing research points. What really should happen is that your research spending increases by 1/3 at the expense of points invested in other things.
I also focus solely on lasers. I don't research too much armor, as a single point is enough until late in the game. Also, you can focus only on lasers, and then rely on tech-stealing to fill in the other branches.
When I get a random morality event (not a colonization event), it only occurs on my homeworld. How about adding some morality events that occur on a random planet, or affect my entire empire? (For example, an event where the evil option gives you +1-2% research on every planet, not just a boost on your homeworld).
On cakewalk, you can in fact see the AI doing absolutely nothing. Since it only gets 10% economy, it doesn't even get enough money to pay the 12 maintenance on its colonies.
If you have the Stardock Central application installed, then downloading the patches is very easy and the "history" button will give you the readme.
In beta2 of v1.1: I still can't log into the metaverse because the metaverse login screen won't accept a '+'. Will someone finally fix this?
I tried running in windowed mode, but I found that you really want to run the game in the highest resolution your monitor supports.
Here's one crash I was having in beta1 of 1.1. I don't know if it was fixed in the latest. If you delete a ship design, *AND* you still have ships of that type around (they were in a fleet at the time you deleted the ship design - ships in fleets don't get deleted when you delete a ship design), then the savegame crashes whenever you try to relead.
I disagree with the advice here. The key is that you need specialized-economy planets, and you need for the first few planets you colonize to be dedicated money-generators. On a new planet, build factory-entertainment center-factory-factory-factor-factory-farm-bank-farm, and so on with 3 farms, enough morale boosters to stay at 100%, and the rest in banks. You need 5 factories to ensure that the banks get built quickly; even with
I think you should be able to tell a constructor "go to nearest starbase that needs a constuctor". That would solve a *lot* of the starbase micromanagement.
There's a really nasty memory leak somewhere. I had a savefile crash on me when loading. I have to set auto-save to only 4 turns so I don't lose progress due to crashes. This specific problem: Debug Message: Unallocated Mem: 8 bytes of memory from line 1136 of .\Source\editfields.cpp === Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *******
[For 1.1 beta] On the "planets" popup (F1), you should be able to view "foreign" sorted by race. I.e., if I want to see "foreign AND Altarian", I should be able to do this easily. The ship designer should automatically propose suitable upgrades for me. For example, it should notice that I always build a constructor with one constructor module and the best engines. It should auto-design and offer to upgra
There's a really nasty memory leak somewhere. I had a savefile crash on me when loading. I have to set auto-save to only 4 turns so I don't lose progress due to crashes. This specific problem: Debug Message: Unallocated Mem: 8 bytes of memory from line 1136 of .\Source\editfields.cpp === Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *******