This is caused by the feature that was added sometime earlier. This feature gives all your ships +2 to total moves in your territory. It's actually +2 to the total when your turn starts in your territory. The turns needed calculation uses the total moves your ship has at the start of the turn and the number of tiles it will go through to get the number of turns it will take. When your ship moves into or out of your territory, the number of total moves it has will upd
Old-Spider
[quote who="PaulLach" reply="6" id="3868884"]First of all, I buy whatever I need from the Galactic Bazaar.[/quote] I thought the Galactic Bazaar used what was available in the galaxy, so no antimatter or elerium in the galaxy would mean none in the Bazaar. I started a game with the mod mentioned earlier and played a few turns. When I used the console to check things and do what was needed to get access to the bazaar, I found both were not available anywhere in the galaxy
[quote who="skywalkerhogie" reply="2" id="3868296"] I just wish there were more civs! But I guess that's where the future DLC comes in. [/quote] If the 18 included in the game aren't enough, the workshop has about 200 available to download and use. There is a big variety in the types of civs. They can be sorted to show the top rated ones first to make it easier to find the ones the players like the best. I have downloaded many of them, then found so
[quote who="Tatiora" reply="2" id="3868764"] She also says that if you really want to change it so that there are none, you can edit MapDefs.xml - but it's untested with less than one, so you'd be doing so at your own risk! [/quote] I had no choice. I had to find out what would happen, so I quickly made a mod that set the minimum to zero. The game ran perfectly. I know how to use the console to do things, so I used it to look at the galaxy. I used the
I didn't play many turns. I just wanted to verify a few things. [quote]Fixed an issue where battle map markers remains forever if you save/load while they exist. [/quote] I sent my probe looking for something to destroy it. I found some pirates and left it close to them. After it was destroyed, I played one more turn and saved the game. I completely exited GalCiv4, restarted it and loaded the save. After a few turns, the map marker vanished,
[quote who="JeremyG" reply="4" id="3865742"] You know, you can just rotate the camera and see whatever is blocked by a star. [/quote] I knew. I just didn't remember because I don't use camera rotation. That certainly will be easier than trying to add a new UI feature to the game. All I have to do is remember that the camera can be rotated, which might be pretty hard. [e digicons]:P[/e]
I checked and couldn't find a way to make the stars smaller while in the game. It's possible to use a mod to change the sizes to whatever is wanted. Some of the stars are supposed to be dwarfs or giants, so this may break the idea of having different star sizes. In version 1.05, a change was made to how the planet labels work. They can be in the way when trying to see what is behind them. The change makes them vanish when the cursor is put on them, then they re
I downloaded the save and tried it. It froze for me also.
The hourglass with 8 after it indicates you still have 8 turns to finish researching the tech. The lack of brightness in the background at the text "Large Hull Assembly" indicates you haven't done any research on the tech. Look at the Advanced Composites tech to the left of Large Hull Assembly. The background at the text "Advanced Composites" is bright, indicating it has been fully researched. Check again to be sure you have researched Large Hull Assembly. Ma
Elon's Lift is claimed to be one per galaxy. In one of my games it appeared on my list of things I could build several times. I'm sure it was built earlier, but I can build it now on Turn 176. It's not easy to see, but it's now Turn 178 and an AI has built it.<img src="https://cdn.stardock.us/forums/24/51/2451921/baa43d07-13f5-4cfa-b73f-339
When version 1.05.350576 was released on TEST on July 27, it included some new tool tips about the Promethion Born ability. All of them were wrong . I immediately reported this in the bugs-typos-goofs channel for GalCiv4 on Discord. The game has been updated to 1.05.351507, but the tool tips are still wrong. The promethion born ability has nothing to do with growth. It affects ships' hit points and removes their ability to heal. <img src="https://cdn.stardock.u
This is in 1.05. Treaties are supposed to last for a certain length of time, but the AI will ignore this for peace treaties and maybe others. I've seen this in notifications on the left side of the screen where there would be a notification that peace had been made followed by a notification that war was declared. This was in one turn. It finally happened to me in a game, and I was able to get screenshots and some saves. Here are the screenshots showing this. Tur
I think the capstone techs are all messed up. I've checked the MasterTechDefs.xml file that defines all the techs. There are 13 techs that are defined as capstone. I've also checked MasterTechDefsText.xml that has all the text that describes the techs. Only 3 of the 13 defined as capstone have capstone mentioned in the description. There are regular posts about capstone tech problems, but nothing gets fixed. I rarely get to them, so I don't know how man
Derek made a post about a multiplayer game that wasn't finished and asked if anyone would continue to see how long it would take to lose. I downloaded the save and played it until I lost. During this I saw a problem where the AI conquered on of my planets in one turn. I renamed the previous autosave file to be sure I could go back and see what happened. I now have a save that clearly shows the AI taking my planet
I don't play multiplayer, but I decided to download your save and check it out. I played without much of a problem. The AI were sending ships to attack my colonies and the Festron were sending lone transports to attack my core worlds. I could destroy them without too much trouble. I would lose a colony occasionally, but I could take it back soon after. I would lose some ships, but I could replace them without much trouble. Things got better when I built some caretaker ships to speed the repai
[quote who="smjjames" reply="2" id="3860060"] edit: Actually, that 2 research one is probably the bugged one I mentioned. [/quote] I just checked. You are correct. Drive Optimization is shown as a capstone with a research cost of 2.
I checked the MasterTechDefs.xml file and found the base cost for Mass Manipulation is 2380 research points. I also saw that it is a capstone, which is a tech that comes at the end of a line of research and can be researched multiple times. They have high research cost. Most of the other capstones had research costs with 4 digits. Two had 3 digits, and one cost only 2 research. There probably needs to be a review of the costs to be sure they are correct.
Good luck with your efforts at genocide.[e digicons]}:)[/e] I have been playing 1.05 on the TEST branch and want to add some information about the new quality of life feature. [quote quoting="post"]It also shows one of my favorite new quality of life features of the 1.05 patch. Notice there is no billboard above the planet I'm attacking. That's because I have my mouse over where the billboard would be. In 1.05 when you mouseover the billboard it fades ou
You have to manually used the Repair option of the ship.
The shipyard is defended. You have to destroy all defending ships before you can attack the shipyard. Check the defending ships to see how much damage they have received.
This is probably due to an automated ship, like a probe and sometimes a survey ship, targeting a spot in the fog of war for its next destination. When it gets there, it finds a planet. It doesn't have population, so it can't colonize it. You can ignore this, and the ship will go somewhere else. If it continues, you may have manually told a ship that isn't a colony ship to go to a spot in the fog of war that contains a planet. When the ship moved close enough to
I had to verify this myself, so I started a game to see how much of this is true. All of it is true. I had armed shuttles as a starting research choice, so I took it. I also used a console command to show things and found a red anomaly. When I got the two free armed ships, I sent them and my survey ship to it and repeated what you did. After 14 turns I had these fleets.<img src="https://cdn.stardock.us/forums/24/51/2451921/60a3a335-d8cd-4635-9dcc-cf5a88aaea9a.p
There is nothing wrong. Well, almost nothing. Look carefully at the lower-right of the first picture, above the X in the box. You will see the top part of a down arrow (a triangle pointing down) that signifies the Manufactured Goods section can be open/expanded, which means it is closed/collapsed, which hides everything in it. The next picture shows an up arrow (a triangle pointing up) that signifies the section can be closed/collapsed, which means it is open/
I've never had this problem. I downloaded your save to see if I would have the problem and to see what the problem looks like if it did happen to me. It did happen to me with your save. It was horrible. I was checking some things and noticed that the turns left for the ships were decreasing, so I let things continue. After about 6 minutes 15 seconds, most of the Torian ships had reached zero turns left and had stopped moving. There was a probe in the en
This is a bug which has been reported several times. I provided some saves for beta 0.80 back in March showing this happening in two different ways. The Xeno Archeology Lab appears when it can't be built AND no module is in inventory. As you have found, it still exists.