Loyalty Bonus working (doesn't go away with loading saved game) in 1.70.495224 for me. Will check patch 4952520 when my game gets further along.
scifi1950
[quote who="gypsy2299" reply="1" id="3899675"] The second pick in the Pacifist culture "Charity" eliminates all that crime. But you are right that the Prison needs to be fixed. Last week. [/quote] Charity only eliminates 10% crime so it really won't help when my Homeworld generates 3 and every colony attached to it generates another 3.
[quote who="Frogboy" reply="2" id="3899642"] I'm not sure that's the case. The Yor would definitely not appreciate being crowded due to the way they communicate with each other. (which can be best described as a form of short-distance subspace communication). [/quote] While your answer sounds logical, I'm just going by the citizen data card which says no approval penalty for overcrowding. If you're right & they do suffer an approval penalty for overcrowd
Once again, Crime is ruining the game. Please, please, put the Orbital Prison back to being useful. Game mechanics that run amok are not enjoyable.
It worked in 1.65 and 1.66 for me. Just had it work in 1.70 also. You need to say which version you're playing and post a saved game so the Devs can check it out.
gypsy2299 - I use all my picks for technology. Who wants to waste them on Pacifist culture.
This really needs to be fixed ASAP. Crime is out of control without it. I did notice the following mention in 1.70 Change Log Orbital Prison now properly reduces crime on planet its built on. However that is not what Orbital Prison says. The description says that an Orbital Prison is a place to send "ALL" your worlds criminals. That's exactly how it used to work and IMHO that's what it should do. Orbital improveme
Zichella1 - That one I know has been reported, but just to make sure, what version of the game were you playing?
Synthetic life is not supposed to have an approval penalty for overcrowding.
Good news. Thanks for the update!
When using Harmony Crystals to give loyalty bonuses to Leaders and Commanders, the bonus is lost when you reload a game.
The Technological Capital no longer gives it's planet the research project. I assume this is a bug since I did not see this change in a change log. If you did it on purpose, I strongly urge you to put it back.
1.66 Changelog says - Shark Tank made into a Civ Achievement instead of 1 per planet. Made much more powerful. When the Risk Taking ideology is opened, instead of a "Shark Tank", you get a "Think Tank" which is
Orbital Prison still not working in 1.66
Just a side note - the new Guilt Magnifier Artifact reduces crime by 5% exactly as stated.
Just started a second game in 1.65.458686 and the Orbital Prison did not give it's bonus. Both of these games were clean starts. This also was an issue in a game I was playing in 1.65.458378. Here is a saved game - https://www.dropbox.com/scl/fi/gmfgfm4c60incn1dd2wpx/Supernova-Insider-1.65.458686.2.030.GC4Sav?rlkey=nsimyfv9
I think this has been reported, but couldn't find post, so at the risk of repeating, Orbital Prison not giving 20% crime reduction in this version.
[quote quoting="post"] Frogboy and Team - V 1.65 is looking good. I like the graphic and tile enhancements especially. Some key bugs still in game New Tech – · </span
1. Fix the blocked access to citizens above 10. 2. Make the Fleet/ship picture when selecting fleet/ship in game reflect the actual color scheme/design of custom fleet. 3. Add more projects to planets so that there is something to do other than making credits once all the usable tiles are filled - additional culture points would be nice since they are greatly needed, but additional control points are also needed. 4. This one is probably more than 1 week, but maybe you
Seems that "The List" still needs some TLC
Yes and no. You may get 1 or 2 new ones per try, and it'll let you request a new set of 9, about 10-15 times per session. Most of what It shows you is from its archives so it'll start repeating itself. If you pass up a good one you may or may not see it again in that session. As you said, the main problem is that so many of the pictures only have a vague relationship to what you asked for. If you save a civ with a picture you like you can actually copy th
[quote quoting="post"] Sometimes when I select a fleet and then mouse over an enemy fleet, it does not calculate the battle odds. If I mouse over some other fleets and then come back, the odds will be there. Even stranger, I encountered a situation where the "pass" button wasn't there for a a fleet. I selected a different fleet and it wasn't there either. I thought, "maybe you can't pass on a turn in enemy territory? That would be strange" but then I selected
Happy Birthday to the greatest country in the world, for all its faults we're still the luckiest people in the world to live in it. AzDude - That last picture is kinda scary [e digicons]}:)[/e]
gypsy2299 - that won't solve this issue. This is the opposing AI being forced to launch ships after losing control of shipyard. You can't use a rally point point for enemy ships.
I asked the same question about the AI generated Custom Civ pictures when Supernova first started. Here's a post where I copied Frogboy's description of how the AI generator works. https://forums.galciv4.com/518807/supernova-151-civ-image-rerolling