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Altarian Prophecy Campaign Feedback

Altarian Prophecy Campaign Feedback

Hey, guys, we really need feedback on the Altarian Prophecy Campaign. Not only bug reports, but critiques and suggestions as well.  All criticisms, good or bad, should be backed up.  I.e., no posts saying "This sucks. Make it better."  Explain why you don't like something, but please be civil. 

As for bug reports, please give detailed information on how to reproduce bugs. If you have a save game that can reproduce a bug, I will want it.  You can e-mail save games to me at [email protected] along with a description of the bug and how to reproduce it in the save game.  If you are using mods, I will need the mods in order to load the game so include those as well.  However, it would give us better feedback if you were playing without mods.  Mods can be disabled before starting a game by opening your prefs.ini file and setting EnableMods = 0.

As for crashes, if you are getting frequent crashes, please install and run Smart Exception from Stardock Central under the free stuff tab.  Smart Exception will create a log file called GalCiv.exe.cra when Gal Civ crashes.  This file and the debug.err file from your galciv directory can help me track down a crash.  However, if you have a save game that reproduces that crash within a few turns, that is even more useful.

6,352 views 91 replies
Reply #52 Top
dont know if this has been implimented yet, but an auto save at the start of every campaign mission is needed, that way once i can complete the campaign i can play whatever level i want. Currently i can only replay levels on which i have saves using the reset button, or restart the entire campaign.

edit: and by currently i mean the build before the latest release client.
[Message Edited]
Reply #53 Top
Why do people assume that Team mates should share all technology? Its not realistic at all. I do agree that there should be a diplomatic bonus when dealing with team mates though.

You can think about the Team sharing in two ways..
1) The gamer way.. Since you are a team, the Min/Max approach would be to share everything and always make sure you are researching different things.

2) The simulation/realistic way.. No two governments will ever share EVERY secret and technology even between close allies. The only time that happens is when governments amalgamate... that is merge into one government such as what happened in the United States back in 1776.

Reply #54 Top
I wholeheartedly endorse the inclusion of some minor civs in the campaign. The game just doesn't "feel" right without them. They would add to the depth of gameplay while allowing human players more options as far as mapping out strategy.
Also, I think some good comments have been made about how to enlarge the discovery aspect of the plotline. The way it is now, the campaign ultimately comes down to beating the crap out of somebody, and that's a little dull after 8 missions. In-game revelations, like Black Shade proposed, about the Drath and Korx, as well as some final resolution on the Altarians themselves, would be great. What would be better would be if those same popup boxes served to alter gameplay so that players had to adjust strategy to deal with them. THAT would be a truly engaging game.
Reply #55 Top
Also, the suggestion that we should start new levels with some tech or development carryover from the previous levels is much appreciated. This was a BIG beef I had with WarCraft scenarios: you build up from scratch, you whoop a**, then you start all over again against opponents of increasing intelligence and resources. That sucked.

Now, if we got to keep some tech advantages over levels, that would eliminate the ultra-boring re-researching and re-building phase of each scenario. This is time wasted. Having to re-build fleets of defenders every level is very unsatisfying. Please consider the carryover option.

*Where is the puking face? :(
Reply #56 Top
Why do people assume that Team mates should share all technology? Its not realistic at all. I do agree that there should be a diplomatic bonus when dealing with team mates though.
End of quote


Becuase it's team, not allies. I don't want allies to share all, I want team to, because 'team' is not a realistic concept, thus I look at it solely from a gaming point of view, not a realistic/simulation point of view. The realistic part is not that big anyway (check Martin the Dane's musings about population growth for instance).
Reply #57 Top
They might not share all tech but maybe they should trade on an even basis. Ie one tech of same value for similer tech on a fair basis.
Reply #58 Top
I agree the campaign needs carryover tech and ships and a sense of time.
Reply #59 Top
I am now on the last mission. The only frustration I had was in the mission where you have to take the Torians (I think it was mission 6) and it is recommended to use the multiple culture bonus resources to flip them.

I started the mission with my technology past the Trade level, but I could not build freighters...ever. My only income came from taxing my citizens, which made it dificult and frustrating to say the least. I had originally taken a bonus to trade which was now worthless, so I restarted and took a bonus to influence instead. If there is going to be a restriction on a major gameplay feature such as trading for scenario buiilding reasons, then the restriction should be mentioned in the opening description.

I was finally able to defeat the mission by trading one of my developed planets in my high culture zone for gobs of cash (like 3000 to 5000). Since I had the culture, the planet would flip back after about 5 turns or so, and I would repeat the sale and get more cash. A bit of an unorthadox strategy, and not very realistic at all, but it worked. After selling the same planet about five times, I was able to build a fleet and maintain it with my taxes set to 0 (and my approval rating was still like 60 on most of my planets). I marched accross the galaxy and took over his planets.

I think this scenario should be retweeked, at the very least, the opening description should alert the player that there will be no trade available.
Reply #60 Top
I'm not sure if this counts as a bug, but every time I try to start a new campaign (or even just a single game), the progress bar get to exactly 0%, then crashes my computer to the blue screen of death and I have to restart. Not only does the expansion not work, it also managed to break my previously working Original GalCiv. Now that loader will make it to 7%, then crash, even when trying to load saved games. I want my money back, and my original GalCiv working again...
Reply #61 Top
I have finished the campaign now!

I did encounter a bug on mission 8. When I started to take the Korx worlds in the middle of the map, I encountered some strange behavior.

I conquered a system called Patroklos located in sector 7-6. All indications were that it was my planet: I was producing both military and social on the planet, the influence in the sector had changed to my color on the map, and the planet was listed on my planets list.

The problem I had is that when I tried to send ships there to reenforce the planet, they treated it like an enemy world and attacked the ships that I had in orbit! If I tried to send constructors ther, it would not allow them to land. If this had been the only planet that I had in the sector, I would not have been able to hold it very effectivly.

I have a save game that I can send you that will demonstrate this odd behavior. If you would like, I can send you the save fle to review.

Thanks for the great game and the fun expansion. I am now going to play around with the editors to create my own campaign.

Cheers,
Orion Bushi
Reply #62 Top
Hey, this isn't really about the campaign, rather just the whole expansion. The United Planets screen from the foreign policy screen (the one with the pie chart) is messed up because it doesn't have places for the Drath and Korx. Also, the window below the chart that is supposed to show current laws instead says the percentage for one of the civiliztions that got knocked off.
Reply #63 Top
I found a fix for a BSoD problem. Apparently it's a fairly common issue relating to Intel Application Accelerator for certain chipsets, and how it manages memory (an invalid page fault or something, either way, the OS falls flat whenever it happens). In some cases, updating the version can get rid of it, but I had to uninstall it (the Application Accelerator), and everything works like a charm now. In any case, the easiest way to correct it is the unistallation. Kudos on the expansion.
Reply #64 Top
Hello all. I'm not a regular poster to this forum, but I felt that I should air out some opinions about the whole of this expansion.

First, I would like to commend Stardock on the effort they did put into their work. It seems like they spent considerable time trying to get things working, and should be commended for the work they continue to put into both GalCiv and Altarian Prophecy. Even so, one does get the feeling that the expansion was a little bit rushed, and that a certain amount of tweaking has yet to be done...

First, let's go with the campaign. A series of nine scenarios addressing the story of the so-called "Altarian Prophecy," this campaign deals with the drive to find out why the Altarians look so much like humans. In a strangely perverse way, the campaign could be called an extended tutorial - the first few scenarios are fairly easy to one raised on GalCiv. They get increasingly harder until you get some truly hair-raising scenarios, such as the ninth scenario, in which Altaria itself is captured.

On the surface, at any rate, things seem fine. But once you get into it, things begin to break down. For one thing, the missions do not necessarily define the storyline very well. Indeed, in some later missions (it may be a bug or just something with my program), the epilogue story information for the missions is entirely missing! Instead you see the standard victory text. Also, some missions have errors in listing teams - in the ninth mission, for instance, the Korx, Drath and Torians are listed on one team, but only the Drath appear in the scenario.

The scenarios themselves may seem a bit of a hodge-podge, but that is perhaps due to our being used to playing on the random maps of the original game. The impression of a hodge-podge may also occur due to vague instructions, although this is offset to a degree by the inclusion of a game map, which shows the locations of the planets contested and also some of the ships. Some scenarios seem designed to deliberately induce insanity, although in actuality they're trying to improve lateral thinking. The fourth, sixth and ninth scenarios (I think) involve some interesting situations that can be quite jarring, to say the least.

The fourth scenario mentions, in a somewhat offhand fashion, that the main Korx world is being defended by three Battleships. While this may seem a bit daunting, but on closer inspection these battleships are actually rather weak - while retaining the normal stats, they also are bereft of hitpoints (at least at the cakewalk difficulty). Nevertheless, this scenario will help teach you to group your ships into fleets for better offensive and defensive power. Focusing specifically on a drive towards their homeworld and keeping away from their colonies is the way to do it, as suggested by the briefing.

The sixth mission, by contrast, is a lot more unusual. Here, your ultimate goal seems to be a cultural domination, the recommended path of the mission. The task itself is rather complicated, since it is maddeningly difficult to get a wily foe to sucuumb to culture, especially when they're taking over the influence resources before you can get to them. Complicating this are two factors - first, the somewhat common appearance of Space Sharks (if you auto-survey with that Survey Ship), and second, the appearance of pirates once you get increased trade activity at your stations. The solution to the first complication is simply to avoid stellar objects that could harbor Space Sharks, but the more urgent dilemma of pirates can only be solved through active defense - guard your stations and planets heavily, keep good diplomatic relations with your neighbors, and group your forces together. The pirate units will generally be very tough (they have lots of hitpoints), so your only recourse is to defend your stations and planets just as heavily. The pirates may also do you a bit of good, however - by attacking the Torian stations and planets! This will decrease Torian influence and give you more breathing room. Eventually, when you get enough stations and flip a few planets to you, you'll get a message saying that you're dominating the galaxy culturally, and will make it permanent in a year if it keeps up.

The ninth scenario seems to be a real bear. You start with only one star system and no possibility of colonizing any others. You also start with a rather impressive fleet that costs over 80 bc per month, at a time when you can barely afford it. While some might call for balancing, it IS possible to win the scenario. You just need to be careful and plan ahead.

The first step is to decommission your Battle Cruisers. Yes, that's right, decommission them. You can hardly afford them now, so why bother? Keep your Transports and Battleships about, though, and group the Battleships together. Your operating expenses will have reduced, but perhaps not enough. Next, use that colony ship to colonize a good planet within your only star system, and then send in both Transports to boost the population and increase the speed at which things are worked on. Finally, feel free to explore the system with your Survey Ship, but bear in mind you have limited range - your battleships, for instance, can't travel beyond the current sector at the start, unless you have a Range bonus. But then again, neither can your opponents.

Now you've reduced your operating expenses...now to earn some money. Fortunately, you start with trade already researched, so go ahead and crank out two freighters to max out your current routes. If you have a third good planet in your system, invest in a colony ship as well and colonize that planet to increase taxes. You may have to raise taxes and reduce expenses carefully - check your economy tab EVERY TURN. With any luck, you won't go into debt, and hopefully, you will also be able to start researching offensive stuff. Look into getting more trade routes, new ship technologies and improved speed and range when researching.

Now for the big push - once you've maxed out trade and planets, it's time to start churning out Constructors. Go IMMEDIATELY for the economic resource (the sphere) near you, it will be EXTREMELY important as time goes on. Then go for the military and influence ones if you wish, but at this time it may be better to expand toward the Drath. Also expand your fighting forces using Transports and Frigates, so that you can have an effective invasion force when you reach Drath space. If necessary, build two or three fleets and move all three in turn towards the Drath. Don't neglect the defense of your home system though, as the Drath can eventually strike back at you. Research Logistics to help keep the costs of your Space Stations down. And remember that your objective is to destroy ALL of the Drath! With some luck, some exploitation of the UP, and a bit of debt, you'll be able to win the day.

Once you've finished with the campaign, of course, it's a little disheartening to know that you'll be going back to the normal random games, although new custom maps and scenarios help to make this a lot more interesting. Still, the campaign seems to be somewhat too short, odd as it may seem (though on the Cakewalk difficulty it WOULD be pretty short, I guess). Not only that, but the story doesn't seem as defined as it ought to be. One to help it, as suggested before, is to have in-scenario story events that reveal snippets of story to the player as they play. The big problem with this may be simply that this removes an element of randomness and replayability by making the game more linear. The second way is to come up with an expanded Altarian campaign, or even just a whole new campaign.

That said, Stardock did good by including the Map, Scenario and Campaign editors with the expansion, although arguably it should have appeared with the original game. Even so, better late than never - after all, the editors for many games (Total Annihilation springs to mind) didn't come until AFTER expansions had come out! The ability to make maps, scenarios and campaigns for the game is a great plus in my mind, although some features are missing, such as the ability to create story events at certain times...oh well. It's not like Stardock would try and make their own new movie sequences to make up the deficiency...

On the whole, Altarian Prophecy is nice, if rather unpolished. Hopefully our fine players will help work out the bugs and polish it to a fine shine!
Reply #65 Top
This feedback isn't necessarily for Altarian Prophecy only. I have started playing again and noticed some small annoyances. First off, I like to click back and forth between the military and social production tabs. The arrow buttons are small while the name button which switches the order is very large, perhaps the buttons could be stretched to the edge of the window.
The reason I switch so much is I'm trying to get the maximum production with no over production for my money. This would not be necessary if over production was not counted towards bc.
It would also make things much easier if you could set tax on a per system basis. You could then assign "governors" with a tax percentage, with governors assigned to systems based on that system's quality or loyalty.
Also, this may be a feature, but if a colony ship has exactly the same number of moves left as empty squares between it and a planet it will be able to land on and colonize that planet. For example, planet in square 1, empty space in squares 2 and 3, with a 2 move colony ship in square 4 will be able to land in one turn.
That brings me to another planet / movement problem. If a ship wants to go somewhere south of a planet then you can land it on the planet from the upper or side squares. When it launches, it always is in the bottom middle square, thus it got an extra move.
Reply #66 Top
If it is to hard for you you can always take it to the scenario editor and doctor it

~SDC~
Reply #67 Top
SUGGESTION: Something that could be better in the UI -- If I select "campaign" from the main menu, I am committed to loading one of the available campaigns. This is a problem if I am testing my mods and don't see it on the campaign list. It would be good to be able to hit esc/back to return to the main menu instead of being forced to load just because I wanted to look at what was available.
Reply #68 Top
End of quote


well one bit of feedback would be that I'd like to be able to actually download the expansion pack... right now all I get (6-21-04) is an "action cancelled" page when I try to do this. I've bought the damn thing, perhaps I could download it? hmm?

--Turkee
Reply #69 Top
This feedback isn't necessarily for Altarian Prophecy only. I have started playing again and noticed some small annoyances. First off, I like to click back and forth between the military and social production tabs. The arrow buttons are small while the name button which switches the order is very large, perhaps the buttons could be stretched to the edge of the window.
The reason I switch so much is I'm trying to get the maximum production with no over production for my money. This would not be necessary if over production was not counted towards bc.
It would also make things much easier if you could set tax on a per system basis. You could then assign "governors" with a tax percentage, with governors assigned to systems based on that system's quality or morale. I called this loyalty in the last post but I meant morale.
Also, this may be a feature, but if a colony ship has exactly the same number of moves left as empty squares between it and a planet it will be able to land on and colonize that planet. For example, planet in square 1, empty space in squares 2 and 3, with a 2 move colony ship in square 4 will be able to land in one turn.
That brings me to another planet / movement problem. If a ship wants to go somewhere south of a planet then you can land it on the planet from the upper or side squares. When it launches, it always is in the bottom middle square, thus it got an extra move.
End of quote

Here's some more things I've experienced.
When a social project is set to complete next month you cannot purchase it. However you can reduce the production by adjusting spending so that it has 1 or more turns left or no production and then purchase it. It will then immediately be completed and you can start work on the next project. The value of this exploit increases as the social production of the planet increases. For instance, a planet with 49 sp making a 50 sp project will complete it in 2 turns (a waste of 48 bc) Or the planet can produce for one turn, pay 10bc (or whatever, not sure on the actual price) and go about working on the next project. Less waste, less spending per project, faster producing overall.
Military production does not have this exploit as they are not produced until the end of the turn. However, there may be the rare instance where you produce 5 a turn, have 6 left on a 80bc ship, switch to a 75bc ship and purchase it then switch back, letting you complete it in one turn rather than 2, for instance.

At 1024x768 resolution, in the domestic policy / terran senate tab there's a scroll bar for the party members. There is plenty of screen space above and below where Universalists could be. Not sure if this changes per resolution. Also, there are 100 members but only 50 seats. This would be fine except the seats are curved, so the colors don't line up well. Make the seats straight, and make the fillcolor fill into triangulars instead of squares.

I never knew there was my race's logo on the minimap because it is so so faint. Remove it, or make it brighter. A gamma adjustment would be nice too, I find this game is very dark so I up the gamma on my monitor then play a dif game and have to turn down the gamma.

In the large map, at the very top left sector, the third square down is always unfogged as if explored - you can see the stars underneath, however it has fog of war so it's ok.

I like to play on gigantic, loose cluster maps. Every once in a while a race will start on one of those stars in the corner with no stars nearby for 6 sectors... I feel sorry for that race and it makes it less of a challenge for me. Could you tweak the random map production logarithm please? Sometimes I will also start in the same sector as or very close to another race, major or minor. I understand some people might want this for strategy but I don't, this could be a player optional tweak.

[Message Edited]
Reply #70 Top
And the most important thing I've forgotten to mention because I've gotten used to it.
Once you have no ships with moves left but before you click end turn it is very laggy. I presume this is the AI starting its turn a little early, only problem is I may not be done with mine, for instance I might want to go into the domestic policy tab. This gets worse as time goes on, during the beginning of the game when there's nothing to compute it's not laggy at all.

Ha I just keep on thinking of things..... when you adjust spending percentages in domestic policy tab with the planetary sidebar open turns left does not update properly. In order to get it to update properly at the exact percentage you must switch tabs (research tab is a good one) and switch back. However, if you want to adjust research spending and check it, then you must switch back and forth twice.
[Message Edited]
Reply #71 Top
Sorry, can't edit the above post, what I meant to when you adjust the income distribution percentages, spending works fine.
Reply #72 Top
I noticed that none of these comments are about the editors that came with the expansion pack, so I do not know if I am putting this comment in the right place.

I have found a few bugs with the map editor:

1. When you give Humans more than one planet, at the start of the game, you get the colonization video, and it is annoying.
2. I can’t seem to change the influence of a planet. The new influence level is still on the map in the map editor, but it does not change in the game.
3. You get the option of setting the capitals for the civilizations, which works great when each civilization is only given one planet, but if I give them more than one at the start of the game than the colony ship and survey ship, that you always get at the start of a game, appear at the right planet, but the capital icon is usually on another planet.

I have not had any problems with the scenario editor, but I do wish there was another option.

I would have liked to be able to set the beginning morality of Humans and have a victory/defeat option based on a morality level dropping or rising.

Here’s the deal. I can see why it would be hard to put a condition that a certain morality must be reached for victory, but I am trying to make a campaign with the good civilizations against the bad ones, Humans on the good side, and you can win the game without actually being good. Therefore it would be nice if I could put a restriction on how far your morality can drop before you lose the game.
Reply #73 Top
The campaign/scenario pre-info screen, where it's supposed to say what the scenario is about and victory conditions, is usually blank. It came up with text once out of twenty, although I don't remember what I did differently to get that. The victory screen at end of scenario has text tho.

~SDC~
Reply #74 Top
Suggestion for improving fleet tactics: SCREENING DEPTH.

Works like this: A fleet would be sorted in player-chosen order, left to right. This is the fleet's Screening Depth, and vessels at the front screen vessels in the rear.

You can choose to attack a ship that is beyond the first ship, but at a cost--the defender gains one defense point for each ship screening it. For example, I attack a fleet of three defenders and one star fighter, and the star fighter is in the back, protected by the defenders. If I choose to attack the star fighter, it will be at -3.

~SDC~
Reply #75 Top
AngleWyrm

The campaign/scenario pre-info screen, where it's supposed to say what the scenario is about and victory conditions, is usually blank. It came up with text once out of twenty, although I don't remember what I did differently to get that. The victory screen at end of scenario has text tho.
End of quote

Same thing happens to me.