This has been reported many times. Strangely, it occasionally has a real name in place of {GOVERNORNAME}. It's still bad when that happens because the name is your name, meaning the name of the leader of your empire, which you are. This means the first choice does nothing. It claims to increase the governor's loyalty by 10, but it never increased mine. It always stayed at 100. I guess I can't be more than 100% loyal to myself. The second choice al
Old-Spider
Did you save the game before turn 122 then load the save? Starting with version 1.61, the Ancient Survey Module gets deleted when loading a save. If the ship is surveying when the save is made, it will continue the survey after the save is loaded. When the survey is finished, it will be recognized that the survey ability no longer exists, and the ship will not be able to start a new survey. I put in a bug report on Discord about this and included a save with instruct
It is part of a series of techs that require the Farmers trait to access.
Does that mean I'm supposed to go there or that I'm located there?
Rally points can be renamed, just like nearly everything else in the game. After creating a rally point is finished and getting back to the galaxy screen, click on the rally point. An information box will appear at the lower-left of the screen. Click on the name of the rally point and change it.
I'm going to agree with Publius on this. Despite all the "bug" reports on this, everything I have seen indicates the brief messages are actually from the previous conversation. I even agree with procedure he mentioned. I think if the code for displaying the messages could be adjusted so that the message window wouldn't show anything until the new message has been written, all these bug reports would end.
In my recent game with the 1.6 Insiders build for June 12, there are ships and structures that aren’t mine in my area of influence. Sometimes they are visible. Sometimes they are invisible. There is an option in Advanced Settings to have no FOW in my territory. My territory means in my area of influence. This means that everything in my area of influence should always be visible. When some of the foreign objects in my area of influence become invisible, it is because they
This is probably accurate for all current versions of the game. I’ve verified it for Supernova Insiders version 1.6 for June 15 on Steam and the base game live version 1.12 on Epic. It takes just a few turns and a few minutes to verify all of this, so no save will be provided. First Part The has been reported by me and others, but I’m reporting it again. It is easy to see. Start a game as any
I had this problem several days ago. I couldn't figure out why I couldn't load the ship. I decided to do something else and forgot about it. A few turns later I remembered the ship and tried again. It worked. I had no idea why. [quote who="PaulLach" reply="1" id="3893332"] I figured-out why the citizens would not load - I only had 4 Control and the game apparently requires 5 Control to load a citizen onto a transport. [/quote] I'm sure y
I loaded the save. I got to turn 221 without a problem. I've had this problem numerous times. In all but one case, the proble was solved by exiting the game, restarting, then loading the last autosave. That makes this problem hard to find. Maybe the problem will happen with your save when someone else tries it. The one time it was repeatable, I turned in the save.
[quote quoting="post"] 3. Military Starbases no longer show which planets are being covered by their area of effect. Economic ones still do. A minor point but irritating when the Drengin sneak in and nab a colony you thought was covered. [/quote] Military starbases no longer protect planets from invasion.
Based on my experience with the base game and with Supernova, the "Distant" setting is broken in Supernova. I used it all the time in the base game because it placed the other races the way I liked. In Supernova it puts most of them in the same sector with me, which is what you have seen. I suggest never using it. The "Far" setting works the way it is supposed to by making sure no other race is in the same sector as you. It may not work well in other aspects of
[quote who="Old-Spider" reply="9" id="3892787"] Since modding in Supernova is so hard now, I may not do anything about verifying any of this. [/quote] I decided to make the changes and see if I was right. Terran Alliance tech tree in 1.55 Terran Alliance tech tree in 1.55 with my changes<img src="https://cdn.stard
[quote who="Publius of NV" reply="7" id="3892755"] Is it possible for the XML to specify that those ships require Precursor Origins OR the new Crimelords tech? [/quote] Now that you asked and I have thought about it, I'm sure it can be done. If so, that would be a more elegant solution that what I mentioned above. Here is the code that determines what tech is required. <br
The Precursor Origins tech requires the Ministry of Justice tech. The changes to the tech tree in 1.55 removed the Ministry of Justice tech, so the Precursor Origins tech can't appear, so the tier 3 commander ships don't appear for anybody. The best way to fix this is to change the Precursor Origins tech to require a tech that does exist in the current tech tree. The tech that seems to be most appropriate is the Colonial Law and Policy tech. Doing this will repeat
They are not available on Supernova at this time.
Modules can be built in your shipyard. There is no limit on how many you can build. They are then treated like a resource you can use to improve your starbases. You can even use them in trade with the other races. You have to research the tech Starbase Modules before you can build them. That tech is available to research on Turn 1. If you're lucky, it will be one of the techs that takes 50% less research. Note that the text for the tech is incompl
I reported this way back in the early days of GC4. After a while I no longer noticed it, maybe because the starting range had increased. With the decrease in range in 1.51, I noticed it again and reported it on Discord yesterday. Once Subspace Streaming is researched, the message changes to this. I suggested it should be that way all th
I like everything here, especially this. [quote]We’ve even brought in a veteran game industry editor to finally deal with the tipoes. [/quote] Will that person be starting with your last sentance?
All races get +2 to their ship's moves when inside their area of influence. This applies only if the ship is in the influence when the turn starts. Move a ship in and out of your influence, and you will see how it works.
Here is a save in my current game. It is Turn 141. It's named the way it is for a reason that will be obvious soon. I don't know if it is as late as you would like. I'm the Arcean. All the races in Supernova are in the game. I also have 4 custom races I made in the game. The game was started after the last update but before the recent hotfix. There are some things about the game th
WOW! I've seen a white star with lots of asteroids, but I've never seen one with 4 durantium. In fact, I've never seen any star of any kind with 4 of any resource, so WOW! again. Thanks for posting this. I've saved a copy of the picture, just in case it's needed in the future.
[quote quoting="post"] Why would I be blocked from this choice? [/quote] If I remember correctly, at one time the one you can't pick had something like "restricted to synthetic beings" in the tool tip. That does make sense.
The suggested tool tips for stars have some problems. The minor problem is that one star is called violet, then it is called purple. Nit-pickin', but I couldn't help myself. The major problem is that resources in Supernova aren't restricted like they are in the base game. I've seen yellow stars with durantium or promethion or both or nothing. I've seen purple stars with durantium or promethion or both or nothing. I've seen blue stars with
[quote who="Rhonin_the_wizard" reply="5" id="3887276"] How can a trade route be destroyed? Is there even a method? [/quote] At one time you could click on a trade route in that screen, then click on the Delete button. There is no delete button now. I'm not sure now if there ever was one in GalCiv4. I tried everything I could think of without being able to delete a trade route. [quote who="Rhonin_the_wizard" reply="6" id="3887383"] I would prefe