I just started a new game as the Phalenoids Advance and noticed a minor wording issue in the Strengths and Weaknesses section. I believe the second word should be "are" not "and" making it read "Phalenoids are kind ..."
PaulLach
I just won a battle before taking the first screen snapshot below. There are no enemy ships anywhere near my fleet, but the Sentry option is disabled and the popup says "There is already an enemy ship within sensor range". If I just move my fleet one cell, the Sentry option becomes enabled as shown in the second screen snapshot below. I believe the issue is that the Sentry capability for the fleet that wins a battle is not evaluated immediately after the battle. Movi
It appears that leaders that I recruit are all getting the "Traditional" trait added to them after I recruit them. The first screen snapshot (on the left) shows what the leader named "Puddle Woe" looked like before I recruited him and the second screen snashot (on the right) shows what he looked like after I recruited him. I have 5 unassigned leaders and they all have the "Traditional" trait. In fact, all of my leaders, whether they are unassigned, Ministers, Governors, Di
After surveying an anomaly, I got the window shown below. Only at a used ship lot can you get a Free Frigate for 100 credits!
I am playing as the Yor and just finished researching the Disruptor Bank and was disappointed to see that it is almost exactly the same as the Plasma Pod. The first screen snapshot below shows the description of the Plasma Pod and the second one shows the description of the Disruptor Bank. To my eye, they are exactly the same except the Disruptor Bank has a manufacturing cost of 10 vs. 8 for the Plasma Pod. I seriously doubt this is what you intended. <img src="htt
[quote who="gypsy2299" reply="3" id="3919919"] So are you saying your question is solved? [/quote] Yes, the issue was not with the game, it was with me forgetting that I was playing this game as the Yor and the Yor cannot farm.
[quote who="gypsy2299" reply="1" id="3919910"] Have to ask. Do you have the Farmer ability? Have you researched the tech that allows the agriculture building? [/quote] Doh! I am playing as the Yor this game so, no, I do not have the Farmer ability. I have conquered some core worlds where they had built farms, but as the Yor I cannot build any more. Thank you for the response.
The screen snapshot below shows that a cell on one of my core worlds has an Oasis in it that gives +2 to Food, but it also shows that I cannot build a food improvement on it. I think the issue is in the code that populates the cells on planets in that it apparently does not look at the capabilities of the base cell before adding enhancements like Oases.
[quote who="scifi1950" reply="1" id="3919244"] Playing with yourself again Paul [e digicons]B)[/e] [/quote] Yes ... That way, I find I get into fewer arguments over how and when I want to play. [e digicons]:O[/e] [e digicons]:O[/e] [e digicons]:O[/e]
I am playing as the Xeloxi and, during the transition between the end of one turn and the beginning of another turn, I got the notice shown below. Apparently, one of my transports is invading one of my planets. How does that happen? Here is a link to a save file that will let you see this happen: https://www.dropbox.com/sc
The screen snapshot below shows that the Exploit Population executive order says "All planets outputs +200% for 5 months." The key word in that sentence is "All". However, when you click on Exploit Population, you have to select a planet that will be the target of the executive order. After choosing a planet, that planet shows the increased output, but no other planet does. I suggest that you either change the wording of the Exploit Population executive order to
I am playing as the Xeloxi and, as the first screen snapshot below says at the end of the text section, "Every Xeloxi is a criminal and generates Crime." As expected, the description says the citizen is a criminal and generates +3% crime. So far, so good. The second screen snapshot shows another citizen of the same core world. This citizen is also Xeloxi, but it is not a criminal and does not generate crime. Not only that but, as shown in the third screen snaps
I have reproduced a crash using the save file below multiple times so, hopefully, you will also be able to cause the crash as well. The save file is on DropBox at this link: https://www.dropbox.com/scl/fi/ya8loy1d8homb7rht9bfw/Save-Altarians-Bright-Under-2.3.504549.GC4Sav?rlkey=10tkmz7npuqrv1zzvqi395s8q&dl=0 </
I was just looking at the traits of the leaders that are available for being recruited and came across this entertaining one. The first screen snapshot shows that the leader was "Raised by squatters in a destitute factory." The second screen snapshot shows that the same leader was "Raised in a life of luxury." I do not know what the effect of these 2 traits are, but I find the combination in one leader very entertaining. <img src="https://cdn.stardock.us/forums
Up until yesterday afternoon, the version numbers had been increasing on Epic up to 2. 3 .504380, but late yesterday afternoon the version number dropped to 2. 1 .504501. Below are the screen snapshots of the GalCiv4.exe file properties Detail and General tabs and the version of the Galactic Civilizations IV: Supernove Insiders Edition as shown in the Epic Games launcher. What
I do not know if you made any changes, but I just won a Prestige victory. Here are the scores for my civ and my closest opponent:
I am not sure this is working the way it is intended so I am reporting it for you to verify. The first screen snapshot below shows that the level of crime at Ceres III is 23%. It also shows the components that make up that total. At this point I have NOT assigned a leader to the Minister of Justice position. I then assigned a leader with 8 Diligence to the Minister of Justice position. The second screen snapshot below shows that the level of crim
It is nice to see that the game has been changed back so that, when you conquer a core world that has a shipyard, the ownership of the shipyard switches to the conquering civ. However, it exposes an old issue with respect to where the enemy ships that were in the shipyard go. Apparently, the logic does not look to see what is in the cell to which it is going to move the ships. If you have ships already on the target cell, the logic stacks the enemy ships in the same cell (wh
The first screen snapshot below shows that a leader that is available for me to recruit has the "Pragmatic" trait which says that it "Increases Pragmatic ideology". However, as shown in the second screen snapshot below, there isn't a "Pragmatic" ideology anymore. You may want to assign someone to review ALL of the leader traits to ensure that they are still relevant given the changes that have been made to the game. <img src="https://cdn.stardock.us/forums/64/79/6479257/
I appreciate the fact that you are working on improving the underlying calculations for achieving a Prestige victory, but I think it still needs some work. Prior to 2.3, I would normally achieve a Military victory at around turn 200, but I just lost a game at turn 93 to a Prestige victory by another civ. Here is a save file that is right after losing the game to a Luxor Prestige victory: <a href="https://www.dropbox.com/scl/fi/s9m7iamiqjjdi16897t9b/Prestige-Issue-Under-2.3.504
I know I have reported this before, but it is still happening in 2.3 and it is VERY annoying so I am reporting it again. The logic for who can occupy a subspace gate is, in my opinion, very flawed for the following reasons: Ships from more than one civ can occupy a subspace gate, even if they are at war with each other. this is the only place in the game where this can occur and, in my opinion, it should not If I am at war with one of
I suggest that the code be modified to accumulate the results of all treasure and resource missions until the start of the player's next turn and then display ONE window that shows the results of all of the missions in total. For example: 10 Treasure Hunt missions found 1,000 credits. 15 Scavenger missions found: 23 Durantium 21 Elerium <
[quote who="gypsy2299" reply="12" id="3916833"] A single starbase type is a silly idea and limiting my ability to choose is worse. [/quote] I do not believe that having a single basic starbase limits your ability to choose. What it does is move your choices to the modules you add to the basic starbase from the type of starbase you choose to build. In fact, the game seems to already be moving in this direction by allowing Mining starbases to add components th
[quote who="Ashbery76" reply="10" id="3916797"] Not sure why the military base exists for instance as you could just add those buffs to a normal station. [/quote] I hadn't thought about it before, but Ashbery76 has a good point - there should only be a single, generic, starbase that you construct and then you can add whatever modules you want to it. What is the benefit of having different types of starbases other than limiting what modules you can add to it? Co
[quote quoting="post"] Starbase Stacking Influence has seen a number of tweaks in recent versions, and military SBs have gotten several nerfs. Economic starbases are pretty garbage at the moment, as their bonuses are incredibly expensive. All of this can be traced down to a simple fact.... stacking starbase bonuses are really really hard to balance. Create a military SB that gives a reasonable buff to a fleet....and its horrifically overpowered when