[quote who="Lucky Jack" reply="12" id="3535334"] Devs or admin, please pin this. It has lots of good hits for newbees that run into trouble and I am often pointing to it. It ran so far down the list that I had a lot of trouble finding it this time. Thanks. [/quote] I agree, I've been posting links to it too.
Publius of NV
Should trade routes established by AIs count against your trade route cap? You have no control over whether the trade route is established or not. And when they exceed your cap, you get things like this: Where I have -1 out of 6 trade licenses allowed.
[quote who="Franco fx" reply="1" id="3535294"] Your armed surveyor is not weak, it will usually beat the pirates easily. [/quote] Until it gets down to about half its original hull strength, then you need to take a break from beating up on pirates until it gets repaired.
If the trade offer was a gift (there's nothing on your side of the trade) then this is a problem that was already reported and supposedly fixed in Beta 5 patch 1 released last Thursday. If you're not running with that patch, see this post for instructions on how to opt-in to it, along with a list of fixes.
Same with the Trade Route Optimization tech. I researched it a couple of turns ago but it doesn't seem to have had any effect on my trade route income, and the tooltips for the routes don't show it.
As far as I've been able to tell, all of the Hyperion projects now apply to all ships built anywhere, not to just those built on the planet, so the fact that the descriptions say otherwise is a bug. I think it's meant to be built on only a single planet (wonder), but I haven't tried queuing more than one of them up to see if more than one planet can build them.
I just researched the High Output Mining tech, and expected to see my yield of strategic resources increase, since the tech says it gives mining +1. But nothing happened, I have the same number of resources as before (even after waiting a turn). Does this tech work? I'm using the generic tech tree with a custom race, in case that matters.
I've been told by a developer (responding to my ticket) that the problem with ideology points not being deducted will be fixed in the next patch. Let's see if the problem with losing points when two colonies are established at the same time still happens then and open a support ticket if it does.
If you have a saved game that will reproduce the problem, go read this and follow the instructions at the bottom to open a support ticket. Describe the problem and attach the saved game.
If you have a saved game that will reproduce the problem, go read this and then follow the instructions at the bottom to open a support ticket. Describe the problem and attach your saved game.
Life support controls how far a ship can travel away from a planet or starbase you own. All ships have some basic life support, adding modules just extends their range. It has nothing to do with zone of control.
What, areas you haven't explored and your sensors can't reach?
I agree, I do the same thing.
[quote who="Frogboy" reply="4" id="3535071"] Also, in GalCiv III your crashes automagically get reported so we know what is causing what problems for players. That's one of the reasons why we can put out a stability patch so much faster now than in the "old days". [/quote] Ah, things must have improved since the alpha.
[quote who="Franco fx" reply="2" id="3535053"] I vote not to change this. I am much more comfortable when I am the chairman [e digicons]:)[/e] [/quote] I hate to admit it, but I agree [e digicons]:blush:[/e]
Go to this post. Click on the link there, at the bottom of that page it will tell you how to open a support ticket to report a crash, and what files to include with the ticket. Stardock originally intended that Steam would automatically generate a crash report, but it turned out that Steam doesn't yet support that for 64 bit games.
Those all sound like good ideas.
#2 is targeted to be fixed in the second Beta 5 patch, scheduled for release next week. #3 is a problem I reported in Beta 4 that has not been fixed. It happens when you load a saved game with trade routes. Sometimes they are huge, sometimes normal, sometimes nearly invisible.
I'm getting the same thing. I have yet to lose a UP vote in Beta 5 because my enemies always vote for me. In Beta 4 I used to lose votes all the time.
There's another person reporting a somewhat similar crash - for him the game crashes when he mouses over the anomaly. Please check out the link in this thread . In addition to some advice for getting the game working, at the bottom of the page the link takes you to there's information on how to open a support ticket. The developers are very focused on fixing crashes so they'd appreciate the information (lik
I'm under the impression that the UP meets something like 5 turns after you've met half of the AI opponents (not counting minors). So far in beta 5 I've only been playing with 4 opponents on large maps, and have gotten the UP event in every game.
This was reported as a problem in Beta 4, perhaps not fixed in Beta 5. On the other hand, it's possible that whoever you're trying to declare war on took the Pragmatic Ideology trait that prevents anyone from declaring war on them for 50 turns.
An earlier version of GC had starbases which were not differentiated by type (economic, military, cultural). There were also no restrictions on how close they could be placed, which led to starbase spam. A a change was made to restrict the number of startbases that could be built in a sector to try to prevent that (GC no longer has sectors, now it has a restriction on how close the startbases can be placed). One could argue that the need for constructor spam as discussed in
Check out the link in this post. Down towards the bottom of the page at the link are instructions on how to open a support ticket. The developers are very focused on fixing crash problems, so I'm sure they'd be interested in seeing your report and crash dump.
I reported it in Beta 4, but since it hasn't been fixed thanks for reporting it again.