This is another old bug, which will probably never get fixed. You can go to the research screen and exit, and the bar will be updated.
AdamMG
If the Korath et al have not made contact with the Yor yet, you cannot embargo them, nor make treaties to go to war with them. You can only do that with civs that both you and your trading partner have made contact with.
has always worked for me
While this is meant to give the player to do something while the AI take their turns, it is in fact very laggy. I'd prefer just wait, with the UI locked out, if it meant slightly faster turns with no annoyance.
I see this a lot, it might help if starbases had the same naming conventions as fleets (e.g., U.S.S. Deep Space Starbase 4)
I just had this happen to me a few hours ago. Very annoying, I'd like to be able to swap them out.
[quote who="Szemis" reply="7" id="3768964"] Yes please. I would also love an option to choose which aliens are included in the random list. (eg Gal Civ originals, Star Control Origins, Custom Only etc...) [/quote] This was added in the last patch. You have to go through the civs one by one, but you can exclude them from the randomizer. <div class="
I want it. This is a great post, well thought out and within the realms of the current game.
the lack of an up to date manual, and the failure of Stardock to update UI elements (specifically descriptions and tool-tips), is certainly the biggest issue. I agree on this point. However, promotions for a citizen not being available until researching the ability to unlock that citizen type, is a feature. Not a bug. Perhaps, in your games, you should try having fun instead of nitpicking.
Unknown_Hero: You post a lot of bug reports. A lot of them are valid. Some of them are just the way the game is designed. Sometimes, the way you want the game to work, is not the way it works. That is not a bug. That is a preference. As many threads as you open, recently, it is a bit annoying. This is an "as designed" thing. You don't like it? Fine. But non-bugs are non-bugs. This is an "as designed" and I
[quote who="Unknown_Hero" reply="4" id="3768672"] Quoting AdamMG, reply 3 How can you promote a citizen, if you cannot even train one? I already have the Commander, no need to train it. [e digicons]:)[/e] <br /
I disagree. Having a building give a bonus is not the same as knowing how to train one. How can you promote a citizen, if you cannot even train one? The building bonus is just that, a bonus.
[quote who="dlapine1" reply="6" id="3768628"] I'd submit that it's cheaper and more effective to build cargo-hull scout ships with decent speed and radar ranges than to add radar modules to other ships that are eventually consumed. It was critical with "FoW enabled even in your own territory" to maintain radar surveillance to avoid surprise attacks, but it's still more efficient to have dedicated scout ships doing the explore part. [/quote] It is only cheaper
This could be due to the display bug, when a ship with higher move than sensor range moves off-screen some of the path is unrevealed (until another ship passes, or the game is reloaded). In fact, it could be that the double-uninhabited-planet bug is due to this - the planet is displayed once for the "invisible" reveal, and again when it is re-revealed.
This is something I have seen occasionally as well. It happens somewhat rarely, so not sure what triggers it.
The bug is in the tooltip (back from many versions ago). I believe the behavior is as intended. A major issue of the GalCiv3 team is that they don't bother updating tooltips or information text of any kind (including icons on the tech tree). I play a lot, and have just been ignoring the tooltips .. but that is not new-player friendly at all. If I were the team leader, I'd make sure that typos and outdated tooltips were fixed. But I'm not.
The only event that I know of that produces new resources is the "5 thulium out of dead planets". Anomolies reproduce quite a bit, but I haven't seen that with resources.
I still haven't gotten the hang of which planets are able to be colonized by which traits. I've been playing since the game was released (though not a founder) .. it is pretty annoying. Still, not insurmountable.
it is pretty annoying when cycling through planets and looking for terraforming tiles, but some of them are both available and unusable. It would be nice (from a QoL and UI standpoint) if a planet with no available tiles for a terraform, would at least grey out those improvements.
cool, you place a lot of posts, and I agree with pretty much all of them. It stinks that some of the long standing bugs have been ignored. I tend to overlook most of these issues (as they likely won't be fixed) but I appreciate you bring them up on the forum.
Unknown_Hero: your bug reports are appreciated; however, if you have more information about when and how this happens, it might be more useful on those reports. If you already knew that the destination was a dead planet, for example, that would have been useful in the original post.
This happens when the destination is in the FoW and the destination is a dead planet. The ship will move as close as it can to the destination, and then stop and await new orders when the dead planet is within 1 turn, as it cannot move there.
The influence updates properly once you take a turn. Not saying it isn't a bug, but the correct values are applied.
This describes all the crises, choices, and effects. It is up to date as far as I can tell. http://wiki.galciv.com/index.php/Crises