scifi1950

scifi1950

Joined Last seen Member # 1860429
136 Posts 651 Replies 4,995 Reputation

[quote who="RammaStardock" reply="4" id="3949700"] To be clear, you're saying this is a new issue, and hasn't happened in your previous attempts? [/quote] Correct. I have done this many times in previous versions and YOR never became plagued. Current game is Supernova Insiders Edition 2.9.586981 on Steam.

7 Replies 3,481 Views

Both planets were cultural flips. All the citizens were plagued. I imprisoned them and transported YOR citizens from my home planet. I have done this in all my games and this is the first time YOR became plagued. I have saved games I can send if that'll help.

7 Replies 3,481 Views

RammaStardock - why can't you just remove the placement restrictions on Mining stations and let the player use the extend range modules to bring all available resources under it's control after they place it. Yes it takes a little more planning on the part of the player and a miscalculation would leave the Mining station with no resources, but I think that's a good trade off. Of course to make this truly player friendly, especially for new players, you'd have to add the ability to

11 Replies 16,240 Views

RannaStardock - I think his complaint about the Mining stations is that you can't use the extend range modules until after you build the mining station. This limits their utility since you can't build a mining station unless it's already within range of a resource. Sometimes a 2nd or 3rd resource is still out of reach but would have been within reach if you could have placed the station just a couple of hexes further away from the original resource.

11 Replies 16,240 Views

[quote who="gypsy2299" reply="1" id="3947060"] While I agree 100% on this. It may be because the price raises or lowers every few bought/sold that it would be a difficult to program feature. [/quote] Good point, didn't think of that. Guess I'll just keep on clicking [e digicons]}:)[/e]

4 Replies 6,470 Views

I've asked for this one before and others have agreed it would be useful, but it never seems to make it into the game. Please fix the manual clicking needed to make large purchases in the Galactic Bazaar. Just make it work like the trading screen where we can mouse scroll or click the arrows to make large changes in amounts. Thank you. <img src="https://cdn.stardock.us/forums/18/60/1860429/54ec0a1a-fbf2-49fa-bae5-90a88a75da2e.png" alt="" width="919" height="517

4 Replies 6,470 Views

KOttoBahn: [quote]I seem to recall in GalCiv3 that the starbase modules that added radius (e.g. Support Field Stabilization) would include new resources and planets when deployed. Is that intentionally deprecated in GalCiv4? That would mean that the only effect of using those module would be to military modules like the Slipstream Generator, right? Can you confirm those are working correctly? I liked being able to strategically position starbases to gain those future advantages in the

4 Replies 9,533 Views

KOttoBahn: [quote]After 2.9, I noticed that when in the shipyard the planet tile (upper left corner) has been replaced by the research tile - can we put that back? I like to cycle back and forth, planet to shipyard to check population, project status, etc. One step further, please add an info pane to that tile like you get when you hover over a planet on the map - would cut down on the need to go back and forth. [/quote] I complained about the same thing. Turns out

4 Replies 9,533 Views

[quote who="scifi1950" reply="1" id="3944706"] Why was the planet status replaced with research status on the Shipyard screen? It's probably because you're using the galaxy background and the research status is part of that screen. Please figure out a way to return the planet status to this screen. Okay, once I assign a project to the planet the right hand box (red arrow on second slide) shows the planet status. You might want to add this to UI

16 Replies 18,073 Views

Why was the planet status replaced with research status on the Shipyard screen? It's probably because you're using the galaxy background and the research status is part of that screen. Please figure out a way to return the planet status to this screen.

16 Replies 18,073 Views

[quote who="tetleytea" reply="8" id="3938359"] Just to be clear, this thread is not all a nothingburger. It's not just a UI issue. Per-turn credits deals are being multiplied by your low tax rate, while I believe the AI is being deducted the full amount. Which I find hard to believe is by design. h It makes receiving per-turn credits pretty useless, but-- if you can successfully offer an AI a per-turn deal (when you're at 95% prestige would be a good ti

9 Replies 24,209 Views

[quote who="tetleytea" reply="6" id="3938261"] Income you get from a credits-per-turn treaty should not be multiplied by the tax, though. [/quote] I Totally agree with that. That's like the government taxing itself. After all the treaties are not between citizens and foreign Civs.

9 Replies 24,209 Views

[quote who="chriswood635" reply="3" id="3938026"] Hmmm...yeah, I guess so. I think the UI could be more helpful in that case... [/quote] Agree with that. Took me awhile to get used to it once I figured out what was going on.

9 Replies 24,209 Views

Yeah, not a bug, working as designed. Your 2nd calculation is how it works. You only get to keep the taxes not the total income. The taxes represent your Civs income - everything else is kept by the citizens. Additionally, raising taxes lowers morale/happiness and lowering taxes raises it. Actually kind of realistic if you stop and think about it.

9 Replies 24,209 Views

[quote who="valkdrvr" reply="22" id="3936725"] Seems like there are a lot of game-stopping bugs that should have been identified if anyone is testing. Instead of fixing advanced or extremely limited bugs that have minor (but critical) impact, let's focus on the basic mechanics of the game and stop fixing things which are not broken. This is why you test before releasing updates. [/quote] Valkdrvr - I would agree with you if this was intended as a

35 Replies 91,909 Views

[quote who="gypsy2299" reply="9" id="3936625"] Quoting PaulLach, reply 6 OK, I started a new game and sent the starting colony ship to a planet that was farther than it could travel in one turn. On my next turn, the colony ship had forgotten where it was going and I had to send it to the target planet again. Th

35 Replies 91,909 Views

[quote who="PaulLach" reply="5" id="3936617"] It would be helpful if you would state in the changelog announcement whether or not we need to start a new game or if we can continue playing a game in progress in order to test the new version. For example, I am continuing to play a very large game and I now see that colony ships are "forgetting" where they were going. Is that a bug in the new version or is it an artifact of continuing to play a game that was started under a

35 Replies 91,909 Views