it seems that the autosaves i had happened after i turned on turnactions so i cant go back to before i finished the research tree but heres a chunk of the debugg file that seems related in particular the bottom where i end turn 416 about a dozen times Debug Message: EndTurn PlayerObjectID 4, Turn #415 Debug Message: CTurnSystem::RequestTurnState from: MovePhase to: RequestedEndTurn on tick 53601 Debug Message: CTurnSystem::RequestTurnState fr
androshalforc
i believe i have hit a research glitch using the 0.2 build after completing the entire research tree i can no longer end my turn normally there is no research warning the turn button reads "turn" however pressing it does nothing i can use the turnactions code to bypass this and move on (so i believe there is some warning i just cant see) i should have just finished the last research tech the turn before (i will look into this tomorrow night with the the autosaves)
I always assumed that was for simplicity
2 things 1) they need a better image for the zoomed out map 2) this may just be my OCD talking but i am really annoyed at the fact that i cant build star bases inside them
[quote]Additionally, how about giving each race one free homeworld building to start the game with - which they can place at the same time as the starport and capital?[/quote] while i havent seen the video yet i think that this should be a mix of several buildings of a basic level i mean look at earth and we are only really beginning to contemplate colonizing other planets weve only barely dipped our toes into space exploration our furthest space probe is just barely out of ou
when you unlock a terraforming tech the tiles don't change from yellow to green to signify that they are usable i only found this out after "accidentally" building on one while looking for the appropriate project to make the tile usable accidentally
on a somewhat related note i think it would be beneficial to have a movement circle around the selected ship highlighting all the hexes that ship could reach in this turn
ive been wondering the same thing i think i heard there was a glitch with it but not sure
[quote]Drengin toilets unclogged[/quote] unfortunately this is only dealing with the symptom not the problem the real issue here is the high sugar diet favored by the torians
[quote]Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module.[/quote] the problem with this is that different modules give different base amounts a +1 bonus to a module that gives you 3 range is amazing a +1 bonus to a module that gives 100 range is minor
I would do the opposite cover my space with star bases so you can't build any in my space
my mistake its apparently called 0.0.2.0 https://forums.galciv3.com/453094/page/1/#3455078
207 names atm i sorted them with excel so i could actually read them some names i found notable Albion Arcturus <td style="height:
[quote who="Lucky Jack" reply="13" id="3455578"] Wow. This starname list is going to become unwieldy if it is not alphabetized.[/quote] agree
there was mention off a bug when a colony ship gets destroyed en route it renders the planet uncolonizable that should be fixed with the 0.1.1 patch expected out on Thursday
1) with the updates on the idealogy tree im curious what kind of effects having a minor race friendly or otherwise in your ZOC will have 2) benevolence level 4-4 will this effect all planets in your ZOC at the time you collect the bonus or for the remainder of the game? 3) i feel that there should be some way of restricting certain idealogys example if i have unlocked all the benevolent perks i should be locked out of all the malevelont perks and half of the
the production wheel i like it it seems like a really powerful tool for management so i have some ideas to make it more, some have been posted before by others but i thought id gather them all up in one place. 1) a 0% wealth production line; a dotted line where wealth is equal to 0 with the pointer above the line you have a surplus economy with the pointer on the line you have a balanced economy with the pointer below the line
i would like a larger sector grid but i think a hex grid makes more sense then a square one.
[quote]11) about 50% of the planets I colonised had those research pods which cause pain. seems a high number?[/quote] i believe this is designed to speed up the alpha testing in particular research testing im sure that when it gets to beta or actual release the chance of these colonization options will drop significantly
I think this issue with the ai not moving it's fleets is more because the ai has been lobotomized for alpha testing purposes rather the a glitch at least that's how I interpreted it
I'm running an amd setup ATM and haven't noticed any major problems I don't have the specs on me but the only thing I disabled was the gel ui my graphics card is fairly my processor is out of date I think it was a phenom 1 only have 4 gigs of ram it takes about 30 secs to start the game or generate a new map i would call that an acceptable time
Hit tilde ,~, it should be top left on your keyboard an then type turnactions this will disable all warnings of research, ideology idle colony and idle ship, adjusting the economy wheel so research is at 0 % might work as well
I would also like to note that the yes and no buttons feel off isint yes/confirm usually on the left ? the fact that it's on the right Has caused me to cancel several times and then wonder why nothing happened
These two events are the only two I have seen in the game so far and I assume that is because it is designed to speed you through the game
it should also act as a wall blocking the sensors on the opposite side of the nebula of course the reverse should also be true a ship hiding in the nebula would not be able to see outside of it