Screen does not scroll to let you see citizens after you get above 10.
scifi1950
I figured out what caused this - see what happened under "Ship Callsign". Renaming Callsign should fix, but I'm sure you'll want this error programmed out [e digicons]}:)[/e]
Old school Gal Civ feature that I always thought was nice. Glad to see it was added back to this version.
Here you are : https://www.dropbox.com/s/zsh3392jka1t8bw/Supernova%201.50.373846.3001.GC4Sav?dl=0
I saw the same thing when I opened the library. I didn't get the 2 free constructors until I did this.
Getting weird ship names. "Failed to Generate" appearing in front of names, such as "Failed to Generate Discovery" and "Failed to Generate Colony" Playing a custom civ.
I also noticed that I cannot change the default jobs of original settlers to workers.
@PashAka Very nice work for a first try!
You're welcome пожалуйста <pre id="tw-target-rmn" class="tw-data-
I know they plan to add all major languages, but unfortunately they have not given a timetable. Я знаю, что они планируют добавить все основные языки, но, к сожалению, они не предоставили график. <div id="tw-target-rmn-container" class="t
Frogboy & AzDude - This artwork is getting truly amazing, but I really got a chill with the figure on the right in AzDude's Egyptian hieroglyphs picture [e digicons]B)[/e]
Awesome hardcore. I'm addicted [e digicons]}:)[/e]
gypsy2299 - good point about clarity. Sometimes what is crystal clear to the sender is not so readily discernable to the reader. Hope my edit helped. [e digicons]:digichet:[/e]
gypsy2299 - my post was in response to Kael's request for feedback. I understand why they did it, and have been hoping they'd add research to the list. What I was pointing out was that the action doesn't match the wording. It clearly says you can only build the Aid Research project on the world that has the Technological Capital. Minor point, but something they might want to fix [e digicons]}:)[/e]
Derek - See wording in 1st slide. Like that you added ability for planet with "Tech Capital" to produce "Aid Research". However just in case you didn't realize, it doesn't work that way. You can produce "Aid Research" on any planet once you build a Tech Capital. <img src="https://cdn.stardock.us/forums/18/60/1860429/2015a08a-0
Derek - Bug/Exploit - This exploit still exists (look at absurd $ amount in "Credits per Month under "You Get") - I can continue to get monthly payments even after I drive the Credits balance negative. Gives "Peace at any cost" a whole new meaning [e digicons]}:)[/e]
Something is definitely going wrong here. I tested this in my game and got the same lowering effect for humans and Torians. However, the Yor seem to get the increase.
Could you please add the planet name with a hyperlink to this Situation Report - Reduced 84%
I'm pretty sure it's not a race trait, but the Civ ability "Cybernetic" that unlocks these techs -
There is currently no way to change factions from the selection that the program allots when you make a custom civ. It has been said that it will preselect the same factions as the base regular civ you copied from. I have asked for the ability to select factions as part of the Custom Civ setup and the Devs said they would add that ability in a future release. I would add that if you're into digging into the XML files you might be able to find the faction file and make ch
If you place a ship on a colony without selecting an available resource, the resources are hidden until you eject the ship -
Clipping in current version -
Looks like the wording on The Great Amusement "easier" is wrong - it says bonuses applied to all civilizations - same as "harder". It would only be easier if bonuses "only applied to your" civilization. <img src="https://cdn.stardock.us/forums/18/60/1860429/9c5c155a-d91e-411c-bd1d-34b4d4be35e5.png" alt="" width="919" heig