There is a slight problem with the auto-colonisation since the previous build (18/1/02) when the auto-move has been changed to the end of turn. When a colony ship now reaches it's destination, the system image appears on the right for you to choose a planet, but usually the rest of the turn sequence continues and you cannot choose a planet. You now have to go and find that colony ship (which will be in the star system, but with no shield indicator), right click on it (it will leave the
Solitair
Just a quick update on this. There was some discussion a few days ago on whether this is working correctly as it seems to show planets more than 2 sectors away. The following is my understanding of what is happening. Mini map shows planets in sectors which are beside sectors already explored. An explored sector is any sector which has a square revealed by sensor in it. No ship need ever have entered this sector and it need not be shown as explored on the mini-map (can still be greyed ou
I have the same problem at the moment. Every single game (and I tried at least 10 times over the weekend) crashes to the desktop after a while. It always seems to occur when the game begins to get interesting and I start targetting enemy ships and destroying them. Within a few turns of the first battle this occurs. There is usually no information in the debug file relating to the crash. One of the games did give this information though. Debug Message: Destroying ship Torian Republ
I've been having the same crash problem all weekend. It certainly takes longer than 80 turns but always seems to occur at the same level of play. Just as the enemy starts to produce ships and you start to attack them the game crashes. Nothing in the debug file to indicate why. All the messages in the file match up to previous events. Always crashes on the enemies turn as well. Paul.
I had a crash this afternoon when an enemy transport attempted to capture one of my colonies. The last few lines of the debug file were Debug Message: Cancel Destination for USS StarFighter 6314 because selected by right-click. Debug Message: Cancel Destination for USS Star Fighter 5714 because selected by right-click. Debug Message: Attempt to play unregistered file Debug Message: Attempt to play unregistered file Debug Message: Make Ship Leave Orbit: Brad Version<
I should clarify, that currently the game plays very much without any feeling of boarders between empires, which is probably due to the fact that my colony ships can go anywhere as can my military ships. I'm wondering if this will change due to maybe range limitations (maybe 1-4 sectors depending on technology), cultural influence (cannot enter sectors controlled by another empire you are not at war with), fuel considerations (maximum distance that can be tra
Are there any plans to limit ship range in any way? Paul.
Free beer on a Friday afternoon is implemented where I work as well. Unfortunately it's only after 5pm though, but it does get a good start to the weekend! Look forward to eventually seeing more of the graphics and that trailer! Paul.
That's with the files of 15/1/02. After the fix. It is repeatable. Just set military to zero, move social and research to around 50 (all with the mouse). Now try the down arrow on social to set it at 51. Research drops to 49 and Military goes to some huge number. Paul.
The new fonts are slightly too low. They are no longer centred in the boxes, Paul.
Possible suggestions Strife aggression relation the word level after these would make more sense though, so maybe war-peace is the shortest. Paul
To implement it you would need to attach a non-tech pre-requisite to each technology. That then would allow any technology to require any of the following (a) a certain race to have been discovered (b) a certain ship to have been built (c) a particular anomoly to have been explored (d) a certain number of planets to be owned (e) a particular party to control x% of the senate (f) a particular type of government (g) a particular random event to have occured <br
Brad, I would suggest that no extra resources are spent on this topic for the moment, at least until the details screen is present. AS for your real world arguement, think of world war 2. During the war thousands of scientists and engineers were stripped from social projects to work on military projects. At the end of the war all of these people and many thousands more of military personel then returned to social projects. Sure, there may have been some delays before they
I have found a similar 0% problem with the allocation sliders! If you slide the military slider to zero percent and then play with the up and down arrows on the other sliders, you can get the military slider to huge numbers. You can then build a ship on every planet in one turn. This does screw up your money though as well, but with 50 instant battleships, who needs money! Paul.
Cari, I totally agree about not diverting resources to useless task and do understand that the full detailed planet screens will follow. My suggestion is for the full game though, as it would (in my opinion) reduce micro-management by allowing you to just leave your planets alone. If noting is being built is either queue, then a fraction of the resources (not 100% to be realistic) would automatically be transferred to the other queue. This would require a player to do NOTHING, as o
I have to admit that as a scientist the tech tree really interests me. I like the suggestions on the galciv notice board of implementing improvements to ships. I'm also a huge fan of technological narrow mindedness. The more you know, the more likely you are to ignore something else as unimportant. It's actually very true in research and would allow a tech tree where researching one area could potentially remove another area from the tech tree. I would also really like to see some inte
Brad, I don't think some for of cross transfer of production is unrealistic. If a military shipyard on this planet is being unused, the skilled labour could easily work on some other large project, such as building an oilrig or a huge bridge. Skills can be transferred. Maybe a solultion/suggestion would be to add technology advancements. The first adcance allows transfer of 20% of unused production, the second 40% and so on. These could be social, economic or military advancements
Can I add a request (for implementation at some much later stage) to sort the items in the social list. A button to switch from a type sort into a cost sort would be useful. Then you would have the cheapest items on top and could easily choose which one of those to build without having to scroll through the whole list.
I have to admit that I have this problem also. Quite often, straight after a ship being built you glance around your planet to find it and then see no shields in orbit. If you click on the planet the ship is there, but no shield.
I checked. It was not there! I kept checking. The only other ship I could locate was a scout. It is feasible that around some other star was a ship I was paying for without realising it had been built, but I doubt it. Also, if the ship was around the star I would have expected to see a shield.
I found getting out of the hole to take a long time, but they eventually got to 40. The moral just never went above that (even after 1000 turns).
Just wanted to confirm a number of improvements seen in the latest version. After over 4 hours testing last night, I had NO occurances of the flicking between ships problem seen before. Excellent! I was also very happy with the purchase option (so long as you actually chose a company) and tested this fairly heavily. The diplomancy screen looks good (Nothing seems to work on it yet, but I assume that is as it should be). The pie chart looks good. It seems to change a lot thoug
Is there any way to have a planet use all it's resources on military or social projects at the moment? I know that individual planet settings will be eventually implemented but I would love to see un-used military or social shields automatically re-allocated. This would remove a lot of micromanagement in that you would not need to tweak individual planets as much.
Is moral implemented correctly yet? I purposely went heavily into debt in a game yesterday to test this and sure enough the moral of my planets all dropped. After a few hundred turns of this, moral hit near zero levels. My tax was extremely low and below -500 credits nothing would be built. I then started the recovery and once into positive credit moral started climbing again. It would not however ever go higher than 40 for my main planets. New colonies could have much higher levels but would th
I had a crash to desktop event last night. I had 3 battle cruisers orbiting an enemy planet. Every few turns the enemy would produce a defender and I would target the planet and destroy it. After about 10 turns of this one of my battle cruisers was destroyed. I then chose another and clicked the planet. The sound of destruction occurred but neither my ship or the little shield indicating an enemy ship disappeared. I then chose my third ship and set it to attack the planet. It circled the planet