Elestan

Elestan

Joined Member # 3185138
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21) Another AI issue: I'm playing Drengin, fighting a war with the Terrans, when they slip a constructor into my territory and build an... economic starbase? Why would it build an economic starbase in the middle of enemy space? There were no trade routes in that area, and the only planets around were mine, so an econ starbase did them no good except as a range extender, and a military or influence starbase could do that, and have more potential uses in the war. </

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[quote who="MisterVertigo" reply="26" id="2804033"] I ran the game out 300 turns This may be a silly question, but how do you do this?[/quote] I played them out. It doesn't take that long when it's a 2-race scenario in a tiny galaxy, and neither race is doing anything.

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19) Not a bug, but a minor UI feature that could probably fit in a patch: When I click on a ship, I'd like to see its 1-turn movement range highlighted. For bonus points, as I move the pointer, show the path it will take to get there, with marks indicating where it will end each turn. 20) Similarly, I wish that there was a way to display the effect radii of all starbases at once. When there are multiple military bases, it's tedious to try to find where the over

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18) In Dark Avatar campaign missions #2 and #3, the Terrans seem to start with multiple "Civilization Capital" worlds. Edit: I'm seeing this repeated in other missions. It looks like the AI races start with one Civilization Capital, and then when they found their first colony, it /also/ becomes a Civilization Capital (instead of an Initial Colony), and is set as their homeworld.

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[quote who="Maiden666" reply="17" id="2790457"] 1) You are probably experiencing this/these bug(s) with the semi-functional campaign(s) because you're launching them from the ToA starting menu. Simply don't do this. [/quote] I am...but the Galciv2 2.0 release notes ( https://forums.galciv2.com/329116 ) say "All game campaigns have been updated to be playable within Twilight o

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16) In Dark Avatar campaign mission #1, neither the Drath nor the Thalan ever developed any weapons technology. I ran the game out to 400+ turns just to see. Needless to say, this made the scenario kind of a pushover. 17) In Dark Avatar campaign mission #1, the technology "Xeno Brain Washing" is visible in the tech research tree, but can never be selected (it remains a "Hypothetical Technology").

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15) When governors auto-upgrade the structures on a planet, they should upgrade the structures on bonus tiles first, starting with the best ones.

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Regarding #12 (transports with defenses): [quote who="Tolmekian" reply="10" id="2786206"] If it has sufficient defense, it could be impervious to damage from fighters with attack of 1 or 2. Battles will end after a set amount of rounds (55, I think, but don't take my word), so those transports would be able to slip past if you didn't have sufficient firepower. [/quote] According to https://www.galciv.wikia

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14) In Dread Lords campaign mission 10, the Dread Lords planet never did anything. I ran the game out 300 turns, and when I finally invaded, they hadn't built a single building. This was on "Tough" difficulty.

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13) In Dread Lords campaign mission 10 (the one where it's just you and the Dread Lords), the game crashed when I went to the (blank) Foreign Policy Report tab.

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12) I just saw a computer player design ships (transports) with defenses, but no weapons. Edit: This appears to have been due to the presence of Orbital Defense on the planet below.

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True, but rather than try to maintain a separate "tweaks" list in another forum, I figured I'd keep them all together in this thread. The dividing line between a bug and a tweak is fuzzy in many cases anyway.

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10) The AI players do not appear to value ships or starbases rationally. I've offered them trades that were massively tilted in their favor, and they never accepted them. The explanatory text says that some ships, such as constructors, are not tradeable. If that's the case, then they should not be selectable in the trade lists. 11) Influence Points should not be tradeable in games with no United Planets, unless they still do something useful.

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9) I think that auto-survey should ignore wormholes. Getting my survey ship teleported into enemy territory isn't something that should happen without my say-so.

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I'll continue to list issues that I find...perhaps they'll come in useful someday... 6) Ship routes displayed on the minimap are not updated until the minimap is redrawn by a zoom or other action. 7) Anomalies giving bonuses to espionage success should not occur in games where sabotage is disabled (unless there's some other benefit from it). Edit: Further reading indicates that +% espionage is actually a cost discount on buying spies. If that's the case, then the

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I recently picked up TA, and decided to replay all of the campaigns from the beginning. I don't know if you're still doing patches for this game, but here are some issues I've found: 1) The DL scenarios have the asteroid mining and hostile planet colonization techs from TA available for research, but those techs have no function in a DL scenario, and could cause new players to waste effort researching them. 2) Computer players appear to be a

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