Formis6

Formis6

Joined Member # 683676
14 Posts 62 Replies 6,453 Reputation

[quote]some players that are obviusly not good enough in the game to deal with this feature. (Instead complaining they should maybe improve their strategy, but its always easier to blame someone else than the own incapability.)[/quote] di55ec7ion: You have made comments to this effect on several of the related threads, and while it is true that some players have been complaining about the research being too slow for them (and I would agree that their strategy requires adjustmen

251 Replies 742,572 Views

[quote]The research cost calculation is not a bug. Late in development, there were a number of posts complaining that researching late stage techs was too cheap and that it should be more epic. Therefore, we added that if the # of techs researched > N then cost = cost X Z where Z is a factor that slowly increases. It is working as designed, it's just that you guys (and us) don't like it. So we're changing it back to the way it was.[/quote] Wouldn't it be simpler to ju

251 Replies 742,572 Views

Well, I get to eat some of my words... Brad just announced (look under the "General" forum) that a small bug-fix update will be coming next week, prior to the v1.92 update. Which means that I was slightly wrong about saying to forget about any hot-fixes. However... It also means that everyone who has been screaming about how terrible Stardock is in terms of customer support, attention to bug fixes, etc. probably should reflect a bit on the harshness of their comments.

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Look under the "General" forum and you will see that Brad very quietly announced that a bugfix update is coming next week, prior to the v1.92 update.

11 Replies 7,953 Views

Very interesting observation Evil Roy. I think I have some notion of what is going on. After looking at the Tech Tree XML files in just a regular XML editor (rather than in the GalCiv Tech Tree Editor), I found that the race specific tech tree files do not have all of the fields for the "generic" (that is non-race specific) techs. In particular, they do not have fields for the prerequisite techs. If you look in the folder above the TechTrees folder (i.e. Twilight\Data\English rather than Twi

5 Replies 4,461 Views

I said (much) earlier in the thread that I was not going to post much more to this, but after following this thread and several others related to the topic I feel the need to say a few things: 1.) There have been a lot of complaints aimed toward Stardock about not releasing hot-fixes or posting enough information about the bug, etc. to the forum. If you read the forum threads carefully you will find several salient pieces of information. First, Stardock devs have indicated that they

121 Replies 274,322 Views

[quote]I am at the half of my immense game and i did not notice an increase in tech cost that really bothers me - maybe it is just a question of playstyle and not really a bug?[/quote] The devs have indicated that it is a bug - both in forum posts and in PM's. Just because you don't see it, or don't mind it, doesn't mean that it functions as intended.

121 Replies 274,322 Views

After using the Tech Tree Editor to create a custom tech tree, I tried to use it in game and got a CTD before the game finished loading. This occurs even when using a "custom" tech tree which is essentially a copy of an original tech tree (i.e. with only InternalID and Race Name changed - I did this just to be sure it wasn't a goof I made). I have sent a copy of debug.err to [email protected]. Has anyone else experienced this CTD problem when using custom tech trees?

5 Replies 4,461 Views

I would like to add something to my above posting - I have been a GalCiv player for a very long time (note my member number) and this is the first time EVER, that I have been dissatisfied with GalCiv and it is the first time I have ever posted a negative comment about a GalCiv game. Although I understand that the tech cost inflation may be by design, I am not certain it functions as intended. Even if it does, I would hope that Stardock reconsiders. For me (and for at least a few other

121 Replies 274,322 Views

Although the inflation of tech costs itself may be by design, it appears that the inflation rate is far too high (perhaps higher than intended based on Brad's request for a zipped save game above). Certainly if the inflation rate causes AI players to bog down to the point where they can no longer keep up with human players it is a problem. What I have experienced is that the inflation of tech costs forces me to radically devote more resources to research to make any progress (even at a

121 Replies 274,322 Views

Well, I just tried a game with no research bonuses for myself or the AI player. Unfortunately, the tech cost inflation problem is still there. Kevin Lorenz: You are right, eventually the costs get too steep for the AI player(s) to be able to acquire new techs. This is why this bug is a real game killer.

121 Replies 274,322 Views

Elleron - What is being referred to in this case is not the usual increase in the cost of techs as you go up the line, but rather the stated costs of techs actually changing as the game goes on. What happens is, you look at the cost of a tech in the tech tree and it might be stated to cost 200 rp, the next turn the exact same tech might be listed as 250 rp, then after that 300 rp, etc. What is happening is the techs just keep increasing in cost until they become impossibly expensive to res

121 Replies 274,322 Views

Tech inflation occurs when a new tech is completed. I thought it had to do with mining modules because I happened to have added them at the same time that a tech was completed. Sorry for so many posts, but I really dislike the inflation problem and would like to provide as much info as possible to help squash the bug.

121 Replies 274,322 Views

Well now I am not sure at all. I just saw the tech cost inflation again, and it did indeed coincide with adding a mining module - but I still don't know if there is a cause and effect relationship. I sent a zip of the game in question. I hope that the issue is resolved - it can be a real game killer.

121 Replies 274,322 Views

Scratch my last post - it may not have to do with starbase mining modules after all. I think what I saw was coincidental. I have a save game zip that I am sending though.

121 Replies 274,322 Views

I have also seen the inflation of research costs. It completely bogs the game down eventually. I noticed that the inflation appears to occur when a mining module is added to a research resource mining starbase. I will try and get a save game file that replicates the issue.

121 Replies 274,322 Views

[quote]There is a reason there is a grayed out "Tech editor" option in the launcher.So, yes.[/quote] 1.) Question was directed at devs. 2.) Not all of us use the launcher, some of us just run directly and thus may not know about greyed out options in the launcher. 3.) A greyed out button in a beta implies nothing about final release features. An original intent does not mean final inclusion. 4.) A simple and polite question does not require the level of s

3 Replies 2,536 Views

I was wondering if a technology editor utility will be included in the final release of Twilight of the Arnor. It would make it much easier to make a custom tech tree for custom races.

3 Replies 2,536 Views

I recently discovered that if you destroy a colony using the Destroy Colony button under planet details, it reduces the Planet Quality to 0, making uncolonizable from that point onward. I first discovered this in beta 4 of TA, but it is still true in v1.80g Beta 4a. Is this meant to be the case? It wasn't like that in Dread Lords (I just tried it out). I hadn't caught this until now because I am not in the habit of abandoning colonies.

4 Replies 3,491 Views
Reply to Taking Requests in Modding

So here is the deal...I am a college professor and the semester is in full swing. I thought that I would have more time on weekends to work on custom race sets, but I am swamped with grading, senior research projects, etc. I haven't forgotten you guys and I still intend to fulfill requests, but for the moment, it may be some time before that happens. Perhaps over fall break, there might be time...but I won't promise.

102 Replies 48,483 Views
Reply to Taking Requests in Modding

or his job if you send a request, please be patient. Also, I have a job that is very time intensive I am very sorry everyone...I didn't mean to totally vanish, but it is crunch time for me at work, and I am simply swamped. I promise that I haven't forgotten about you, and I will get back to it as soon as it is feasible. I have a race set that is almost finished, but I just have not had the spare time to work on

102 Replies 48,483 Views
Reply to Taking Requests in Modding

Drengin - I have some draft versions of your robotic race done. They have sort of a crab walker base to them. Sorry I am so slow this week. neilo - I have exactly the perfect thing for the Yor-ish Fembots...very Jessica Rabbit-ish indeed. TCullen - How about a race based upon either a feathered Deinonychus or Microraptor...both in the same Family as Dromaeosaurus? Or I could also do a feathered version of Caudipteryx, which is in a different Infraorder, but the same Suborder

102 Replies 48,483 Views
Reply to Taking Requests in Modding

Hi all - sorry that there hasn't been a new set this weekend. I have been very busy at work, but I did want to check in with everybody. TOV and Refar - There will be a slight delay in your non-humanoids. I have acquired a new piece of modeling software that I would like to use for your sets, and I am still learning how to use it. I will pick up with Drengin's robots, and continue from there until I know enough of the new software to do the non-humanoids. JubJub - I t

102 Replies 48,483 Views