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GalCiv 1.11

GalCiv 1.11

With any luck there may be a GalCiv 1.11 this Friday on Stardock Central. Just little tweaks mainly but thought I'd give you guys a head's up.
2,640 views 47 replies
Reply #26 Top
And the bug about error 0 when submitting the game would be fixed too.
Reply #27 Top
And the bug about error 0 when submitting the game would be fixed too.
End of quote


I don't that is a bug. I'm pretty sure error 0 means no error.

~SDC~
Reply #28 Top
What influence bug were they referring to?
Reply #29 Top
I think they mean the fact that 6 or 7 fully outfitted starbases in one sector even a sector without a planet you own can get you over 1 million influence in adjacent sectors making it extremely easy to win any game even at the maso lvl.

I assumed that there was some bug causing multiplying of influence effects from starbases instead of an additive effect. Maybe I'm wrong and players are supposed to be able to create absolutely enormous amounts of influence.
Reply #30 Top
I don't that is a bug. I'm pretty sure error 0 means no error.
End of quote


That's probably true but I think it would look better if you got a message say "[un]successful submission" rather than some error flags.

Just a thought.

KK
[Message Edited]
Reply #31 Top
Yeah, it's a programming convention return "0" to indicate that a program has terminated successfully.

Not very useful for the non-geeks though.
[Message Edited]
Reply #32 Top
The "starbase influence bonuses multiply" effect has been discussed and around for a long time.

Presumably, this is a bug, because the AIs don't exploit it.
Reply #33 Top
Oh, I thought the influence bug he was referring to the fact that sometimes, especially after a reload, the system incorrectly calculates influence for half a dozen turns. The graph gets spikey because it does it for everybody. I thought this was a known bug
Reply #34 Top
Oh, I thought the influence bug he was referring to the fact that sometimes, especially after a reload, the system incorrectly calculates influence for half a dozen turns. The graph gets spikey because it does it for everybody. I thought this was a known bug
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I don't think this is a bug. It does this because if it didn't the games would take alot longer to load.

~SDC~
Reply #35 Top
Yes, I remember someone saying it was deliberately done this way to cut down on save game size or something.

To me the biggest influence bug is how you can give one influence point to an AI and expect to see an increase in relations. (More a diplomacy bug than an influence bug but I still wanted to put it somewhere Frogboy might notice).
Reply #36 Top
I was referring to what Essex99 already guessed right but the one of vincibles is also a good one.

Influence Bases shall add their boni and not multiply em!

Maybe the giving 1 influence per turn thing was programmed by a female programmer thinking: "a rose every week is better than an expensive ring on christmas"
[Message Edited]
Reply #38 Top
The 1 point influence is probably like the real world where you give lip service by calling and chatting for a few minutes without really discussing anything important.This just makes the other party feel like you are paying attention to them instead of ignoring their civ altogether.)kinda like some posts on the forums)Stopping by to say hello.
[Message Edited]
Reply #39 Top
The 1 point influence is probably like the real world where you give lip service by calling and chatting for a few minutes without really discussing anything important
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Yes I thought of that too eradicus and it does seem kind of real world like. However the fact remains that by taking diplomacy picks and using this it is just about impossible to lose a maso game if you know what you are doing.
Reply #40 Top
Yes I thought of that too eradicus and it does seem kind of real world like. However the fact remains that by taking diplomacy picks and using this it is just about impossible to lose a maso game if you know what you are doing.
End of quote


Well, I have found it quite easy still to lose at Maso in spite of high diplomacy and the IP trick. LOL

~SDC~
Reply #41 Top
About the 1 IP gifts. I do see this as a bug, because you get something for nothing. Imagine if you could hit control-I and improve relations with all the AIs, without penalty to his civilization or to his score. If some player found that such a cheat code was active, it would universally be considered a bug. Gifting single influence points is completely equivalent to this--there is absolutely no difference from a gameplay standpoint, not that I can see anyway.

Gameplay is about tradeoffs and weighing the benefits and costs of various options. There is, from a practical standpoint, zero cost to giving a 1 IP gift. Why would you ever *not* give a 1 IP gift?
Reply #42 Top
...and 1 IP gifts seem a lot more effective than giving money. I'm sure it's a bug.

With good Diplomacy, 1 IP can guarantee peace until you can reach Cultural Conquest techs, and the AIs haven't a clue how to defend against that.
(On the other hand, I sometimes kind of like this bug. I don't use it routinely, but when a game has gone wrong and I'm starting to feel doomed, I feel better after winning this way than I do after losing.)


~SDC~
Reply #43 Top
There is one thing for sure, there is not such thins as a perfect game, you always will find people that will disagree with both extremes. ;)
Reply #44 Top
Wasn't 1.11 supposed to be out this week?