tai_cl

tai_cl

Joined Member # 4831128
12 Posts 12 Replies 306 Reputation

I was able to build ships beyond the quantity of my currently available strategic resources.For example, let's say I have 2 units of elerium, and a custom prototype ship uses 2 elerium. Instead of allowing me to build just 1 instance of such ship, I can queued up 10 such ships in a shipyard. Ten turns later, I will own 10 such ships without owning the prerequisite amount of resources. The resource bar will show that I have -18 elerium (2 - 20). This throw the combat balance out the window

3 Replies 7,167 Views

In order to understand this bug, first, you must understand that Approval and Morale are two separate things. Approval ≠ Morale Approval is derived from Morale using the formula of: Approval = Morale / Population * (n + 100%) where, n is the total sum of all Approval modifiers in the game; Morale is the total sum of all constant morale modifiers times percent morale modifiers in the game;</

1 Replies 4,715 Views

I would like to suggest a few changes to the govern colonies screen for it to be more usable. Add growth rate column after the current population column. Add a maximum population column after the growth rate column. Split the building and ships into their own separate columns (manufacturing point, building, mili

0 Replies 1,766 Views

Just finished an 8 players godlike AI game on a huge map v0.82. Below are some of my feedback: Tech Tree Need unique tech identifier. As a returning (or new) player, I have no idea which tech is unique to the race I play. Hence, I have trouble prioritizing which tech branch to research and often missed out on unique buildings by a dozen of turns. [Bug] The Majesty tech is a diplomacy tech. But a bunch of ship designs were updated in the tech screen upo

0 Replies 1,643 Views

The Galactic Event "Terraforming" is bugged. In the event, the neutral option is supposed to give a new tile to every planet of the player. But it only gives a new tile to the homeplanet. Worse, the -90% production penalty for all planets lasted for dozens of turns (permanent?) even though it was supposed to last for just 10 turns. It was so crippling that I have to give up the game as my new planets could not be developed at all. To reproduce, just select

2 Replies 4,547 Views

Hi, I have just found a repeatable end of turn CTD. When ending turn, a window with subtitle " Station Full" and text content "There are too many ships in orbit around this station already." will prompt and the CTD will subsequently occur. I have already submitted a ticket and the ticket number is #XFJ-949-81140. Thanks. <span style="font-size: 10

2 Replies 4,937 Views

This is not a bug with the game, but rather a minor abuse of the game feature, namely the ability to rename the planets/starbases/ships. For example, the player can click on the name of a planets/starbases/ships and rename it to whatever they fancy including duplicate names (in the example above, ships with blank names). So, I do not think submitting a ticket with a save game is useful. Do you still require a ticket for this? I&#3

3 Replies 5,860 Views

The planets or ships or starbases name can be blank (press spacebar or tab) or duplicate (i.e. all planets' name is E). This is not a big problem since doing so will ended up trolling the player himself/herself. But, since this game includes mp, this can be done in competitive mp to prevent your opponent from having a clear picture of your forces. <img src="http://cloud-4.steampowered.com/ugc/26220345589165400/4EBDF18FB89CC25EEA1E1D69B8083027D7D55372/" alt="" width="640" height="3

3 Replies 5,860 Views

There's a DOW text button on the diplomacy screen and it was positioned strategically above the start trade text button. So, I accidentally clicked on the button even though I have no desire to start a war yet. C an a confirmation pop-up be added to the DOW text button (i.e. "Are you sure?") or move it to another less prominent location?

3 Replies 3,159 Views

+1 to this. Cost of Micromanagement To add to this discussion, the cost of the micromanagement can be estimated by using a stopwatch. For example, let's say it takes a total of 1 second for a player to mouseover to the bottom left, click the planet govern planet button, and then mouseover back to the center screen, and then mouseover slightly below the center to close the scr

6 Replies 37,753 Views

I was affected by this as well and I believed that I have pinpoint the source of this bug. It was caused by launching a colony/transport from a planet with less than 0.5 population, since 0.5 is the minimum that is required to load the colony/transport ship. In previous patches, this bug doesn't occur since there is no way to own a planet with less than 0.5 pop. But, in 0.50, there are two methods that you can achieve that. First, when

3 Replies 1,958 Views

Abuse 1 Tested for more diplomacy trade and I've found another 2 game breaking abuses. First, I've traded an empty (just colonized) planet with the AI, and I managed to get all their techs plus about 4k+ credits per week. Even though the AI do not have enough credits to pay me, I was properly paid and the AI was properly deducted. Hence, over just a few turns, the AI is effectively bankrupt (20k+ in debt) and al

7 Replies 32,439 Views

I've already submitted a ticket for the issue. The ticket number is #FQR-555-26654. I'm sorry if I've caused any duplicate ticket though. I've refreshed the support page 2 or 3 times before noticing an upload progress on the lower left hand corner. I've added another relevant issue in the ticket though. The autosave that was generated after the CTD above occured could not be loaded, essentially corrupting the autosave file. So, I've uploaded

7 Replies 31,769 Views

Just stress tested the diplomacy feature and I found out that I can trade for all the planets, techs, ships, credits, and treaty from the AI using the weekly payment feature (i.e. 999999 credit per week) and then breaking the treaty immediately. Surprisingly, I did not suffer from any repercussion for doing so. Not even a condemnation from the AI. Secondly, by using the bug above, the AI is down to their homeplanet only. I then rushed a shipyard at the planet next to their homeplanet

7 Replies 31,769 Views

I do not really understand much about the function of tech ages. I practically just see it as nothing more than a decorative feature to flesh out the environment, since I couldn't recall being directly affected by it before. Anyone care to elaborate what's it actual effect? /Not a troll question

41 Replies 93,077 Views

Thanks, I've already tried to upload a few screenshots. Here are some more issues I've found: [UI] Please add <> arrow to the shipyard (full screen view). [UI] Logistic of a ship was not shown anywhere including the ship details view. It can only be known by combining ships. [UI] Please show cost of building a starbase. It aids in planning

3 Replies 2,228 Views

I would like to add my support for this as the current limit on overflow mechanic: Promote micromanagement Punish specialization Have a planet with 1k pp? Sorry, your new basic factory is just 28 pp. The rest are wasted. Move it to the shipyard? Sorry, your new ship is just 300pp. The res

9 Replies 38,805 Views

[quote who="tid242" reply="11" id="3490734"]I am hoping that various diplomacy functions can address this issue. One of the things that always bothered my about GC2 was that I was always interested in making a race whose strength was just doing research and then selling it to stay out of fighting - like a "hen that lays the golden egg" sort of race - except more like a bunch of eccentric autistic savants...[/quote] </di

59 Replies 353,349 Views

Just tested some of the super project and wonder, below are some of the feedback on them: 1. Indicator Super project and wonder was not properly marked as so. There is no indicator to show that such and such building is a super project or wonder. Now, the only way to know if a building is a super project and wonder is to recognize and remember it or read the description.

0 Replies 1,709 Views

Well, I wouldn't dismiss project right out of hand. Because in my test, I managed to make 100% manufac project much more profitable than 100% research (though I abuse the hell of Altarian Dark Research Lab. I didn't know it's a bug before this). 100% Science Slider (~700 beakers) <img style="border: 0; margin: 0px;" src="http://cloud-4.steampowered.com/ugc/27340285121833684/7BE827CB2493671636DEA1D253

9 Replies 115,397 Views

First, let me congratulate the team for a well developed game. It was very rock steady with just a few CTD. Why I say so even though there are CTD? It’s because I was gaming on two pc with ATI HD4850 and ATI HD4830 respectively. Both graphic cards are well below the minimum system requirements. In fact, I managed to complete 2 medium galaxy game with 3 AI (one game with all settings maxed at abundant). There’s only 1 CTD happened in the 2 medium games. While the third

3 Replies 2,228 Views