[quote who="Croc411" reply="3" id="3743855"] It gives you Zero Gravity Construction tech in addition to the constructor, enabling you to train Engineers (which is much better than just getting an engineer). Most probably the description of the ability is wrong. For a detailed description of all the racial abilities, see my thread on the steam forums: https://steamcommunity.com/app/226
The_Tourist
[quote who="lyssailcor" reply="2" id="3743831"] Doesn't look like awarding anything like that: InventiveAbility InventiveAbility_Name InventiveAbility_ShortName InventiveAbility_Dec  
In version 3.6 the description of this ability states that you start with an engineering citizen type and a constructor ship. However whether you choose the Slyne, or create your own custom civ with the inventive ability you only get a constructor on game start, you never get an engineering citizen as well. Are you supposed to get an engineering citizen or is it a typo in the ability description and you're only supposed to get a constructor?
I haven't had time to test all the civilizations yet but it looks like the tech trees are working as intended on the ones that I have, good work Stardock! [e digicons]:thumbsup:[/e]
[quote who="AdamMG" reply="3" id="3743443"] Thanks Ryat, I somehow missed that. I'm glad it has been addressed. [/quote] I second this, thanks Ryat [e digicons]:)[/e]
When selecting the Slyne or Yor the entire planetology branch (after the planetology tech itself) in the tech tree is missing. If you change either of these species to aquatic or carbon based then the planetology branch returns in full. Also, creating any custom civilisation that is either silicon based or synthetic will result in the same problem.
[quote who="AdamMG" reply="6" id="3742319"] Despite having to scroll through a debug log (please put these on a dropbox with a link if you want these threads responded to by the general public) I'd like to say that I see Gravitronics on my games as the Thalan. [/quote] Yea I tried using the spoiler tag function to avoid exactly that but it's not working and I can't figure out why, that's why I asked for help with it. Hopefully Rhonin or someone at Stardock will help so that
Thanks Rhonin, yea, the Gravitronics branch is definitely missing from my build as well. Also, how Do I use the spoiler tags please? Here's my debug message: Debug Message: Version 3.5, Build #10716, last updated on: 02-27-2019 01:31
Looks like it's missing in my build too. I can't remember all the techs in the Gravitronic branch, Rhonin, could you post a pic of this part of the tech tree please so I can double check that it's really missing from my build. Thanks
[quote who="Bakka" reply="10" id="3742146"] Not sure if this will help you but if you're using an XML faction then make sure the techtree is set to Master_Tree This change will not be seen until you start a new game. Cheers Bakka [/quote] Thanks for the suggestion, I'll give it a go and see what happens [e digicons]:)[/e]
[quote who="sdRohan" reply="9" id="3742136"] Quoting The_Tourist, reply 8 Hi sdRohan, thanks for the tip, yes, I was able to run the file, below is the result: --- XML Data Binaries Completed --- Press any key to continue . . . Yes, that was just to see that there were no
Hi sdRohan, thanks for the tip, yes, I was able to run the file, below is the result: --- Building XML Data Binaries --- Screen Data Compiling screen data. Current error level is 0 done. Base Core Data Binary... Compiling Core data done. Base GC3 Data Binary... Compiling base game data. Current error level is 0 done. Core Data Binary... Compiling Crusade core data <p
The CMD window closes before I get a chance to see the result, but from the brief glimpse I get I see 'current error level is 0'. Not sure if that's of any help to you...
Thanks for the reply Rhonin. Looks like it's missing in my build. I did a search for living ships both in my custom civs tech tree and the default Altarian tech tree and that particular branch is not there... [Edit] OK something weird's going on, whenever I try to validate Galcivs files on steam I keep getting the error message '7 files failed to validate'. It says it's downloaded them, but running validation again results in the same error...
Yes. I'm using a custom civ with the Ancient and Vigilant abilities and I can't find the 'living ships' tech to research. I know the Tech tree has changed a lot so maybe I'm not seeing it? Do you have a screen shot you could post that shows where the tech should be in the tech tree? thanks
Previously if you had the 'Ancient' species ability you'd be able to research 'Living Ships' however in Retribution this does not appear to be the case. Have 'Living Ships' been removed from the game or are they part of a different ability tech tree? If so which ability(s) do you need to select? Thanks in advance [e digicons]:)[/e]
Also, do you think it would be possible to have an extra large UI option? Maybe something that is somewhere inbetween 1 and 1.5 times larger? Or at least make the smallest and smaller sized text bigger? Is this something that is moddable? Thanks.
Hey pshaw, it looks like the the large UI is back to normal for me now at 4K. There must have been something in the last update that fixed it. Would you still like me to send the perfs and debug files?
[quote who="Old-Spider" reply="2" id="3688934"] I'm playing Crusade. The Opt-In was fine yesterday. The release today is very small. It looks like the font is the main problem. [/quote] Ah so you noticed this as well, not just me or my setup then haha
[quote who="pshaw" reply="1" id="3688933"] We have made any changes that should have affected 4k. Are you playing base game or crusade? [/quote] Crusade
Has anyone else playing at 4K noticed that the large UI setting looks smaller now?
Is the orbital defense platform supposed to upgrade to the planetary defense dome? If so, it doesn't appear to.
I've researched the tech but don't appear to have the option to build it in the planet build list. Is anyone else experiencing this?
Yea I was gonna submit a support ticket about this as well but it looks like the proud canadian has already let stardock know about this bug. I'm also seeing assault fighters spawned by the first unlocked carrier module being assigned a guardian role as well as the interceptor drones spawned by the more advanced carrier module being assigned guardian roles. Obviously I was expecting the interceptor drones to target and take out ships with the 'guardian role' but that doesn't happen sinc
OK I'll see if I can find how to get the Aid Population, Aid Moral, and Aid Influence projects. So how do you guys specialize a manufacturing world now? By Building factories, power plants, cities and sending engineers there?