This Creativity Ideology does not appear to be working. I am not seeing any increase from my mines.
scifi1950
I'm getting random crashes. Not linked to anything I can pin down. No other serious memory drainning programs open.
Now the game crashes to desktop when I click on upgrade button, but it doesn't do it all the time. Can't get it to repeat even after recolonizing offending planet. [quote who="scifi1950" reply="3" id="3835386"] This is still happening in this update - Quoting gypsy2299, <div class="quote" style="margin: 10px 0px; border: 1px solid #91a5d5; backgr
I totally agree. This is one of the few things in the Gal Civ game that frustrate me.
This is still happening in this update - Quoting gypsy2299, <div class="num" style="float: left; padding: 0px 0px 0px
The problem with the Nanite Transmitter not spawning an Overlord ship also still exists in this version. Rushed on 1st turn and tried to spawn, but still no Overlord ship appears after spawning graphics disappear.
[quote who="Publius of NV" reply="4" id="3835248"] <span style="font-family: Whitney, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 16px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; text-align: left; text-indent: 0px; text-transform: none; white-space: break-spaces; word-spacing: 0px; -webkit-text-stroke-width: 0px; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-
This is not working in 76 update either. Quoting Old_Spider in 0.75.276436 feedback branch. The Acquisitions tech does not award one free frigate. <span style="background: url('/images/Base/image.resize.icon.png') no-repeat; cursor: pointer; font-size: 0.769em; height:
The problem with the Nanite Transmitter not spawning an Overlord ship also still exists in this version.
Per the change-log that Derek posted, the Minister of Recruitment was eliminated in this version and it does not appear on the Ministers screen. However, it still appears as a researchable technology. In addition, you still need this technology to access Level 2 Commanders vessels. This all seems very inconsistent.
The problem with the Nanite Transmitter not spawning an Overlord ship also still exists in this version.
Actually, that's not the case. I started a new game in this Beta version, said "No" to using prior customizations, and recustomized the Terran Civ. I then saved the game. Exited to the main menu. Started a new game and when it asked if I wanted to use prior customizations, I said yes. The Factions were greyed out when the new game loaded.
Still can't start game with saved Civ customization. Failure to clear & reset any customization disables Factions -
Playing Beta -0.71.276102a as Terrans. Rushed Nanite Transmitter Study on turn 11 Went to main screen to Spawn an Overlord ship, but no ship was there after spawning and no Artifacts left. <img s
[quote who="ckhenson" reply="20" id="3834508"] I'm getting a lot of crashes directly to desktop without the opportunity to send a crash report. Typically, about one crash per hour played. [/quote] Same here. Playing the new Test build - Beta 0.71.276102a
[quote who="Old-Spider" reply="13" id="3833712"] The No not should be either No, do not or Do not . There should be a comma after Instead . [/quote] Third line in 2nd paragraph - "could clear our " should r
Derek - I understand the "Random" logic creating the 0 tech situation, but I still think there needs to be a mechanism to be able to get those planets to a base of 1 if we truly think they should be made into a tech planet. I haven't had enough colony ships to spend on trying to boost such a core planet with colonies in any of the games I've played so far, so I'm not sure how valuable that strategy would be, but I'll keep it in mind with the next 0 tech planet I find that's good enough
I'm pretty sure the settings are working as intended. Not saying that this how anyone would expect your settings to play out, but I've noticed that you have to set proximity to "FAR" to guarantee no other Civs in your home sector. You could still get a "Minor Civ" even on "FAR", but that's ok in my book.
Full text not readable. Mouse scolling did not move text to reveal hidden text.
You really should switch over to 0.71 in test. They have added lots of fixes for issues we've raised in anticipation of going BETA. 0.65 isn't a fair reading of where the game is going now. I've earned 6 culture points by turn 203 so I know this one has been addressed.
This is a must fix for Gold if not Beta. Frogboy did say that they were going to fix it so that you had an improvement that added at least a +1 science instead of a % so that you could use these planets properly. Someone else suggested turning a citizen into a scientist should add a +1 to base not a % and that also seems to make sense.
Civ policies - Fast Exploration : I still think the 50% reduction in hit points is too much for +2 moves.
I really like what you've done with Factions - strategic choices. There should always be a price to pay for our decisions. A suggestion - could you give us a choice as to which side of the Faction we wanted to get positive outcome? That would double the choices and make Factions even more useful to crafting each players vision for his Civ. <img src="https://cdn.stardock.us/forums/18/60/1860429/e9518258-ac8f-4748-92ad-7744f2ccc714.png" alt="" width="996" height="561"
Factions still do not work if you do not clear previous customized Civ settings before starting new game
Okay, this one goes with 11" st " when it should be 11" th "- it's 13" th " not 13" rd ". Haven't seen it yet , but I bet 12" th " shows up as 12" nd " Looks like someone programmed a table based on last digit, but it doesn't work for these three integers in the teens