I'm going to just add that the developers seem to address the STRANGEST and least consequential problems in their patches, ignoring the really big bugs! I agree with all the above bugs. The problem is that these bugs are "under the hood". They are not immediately observable by the casual player or (MUCH more importantly) game reviewers. So the devs just SWEEP THEM UNDER THE RUG!
skunkpuppy
Yes please! It's not much fun when all the AIs have more or less the same tech. All their ships are the same!
Save game problem: On reloading a saved game: (1) All tech reseerch and production stop. (2) Whatever was being produced for that turn, if completed, does not get a GNN notification, so the build queue goes empty.
Regarding #5, I get that problem too. I realise that it seems to happen with military techs or stuff the AI would refuse to trade under any circs.
Afte playing a few games, I realised that I only encountered galactic random events (e.g. "Interest in all things foreign boosts influence") in my first couple of games. For quite a while now I haven't had any events at all! Has anyone else experienced this? How to correct?
Yes, this is my pet bugbear! I had the impression this is one big BUG that Stardock refuses to acknowledge but if this is a feature to discourage saving and re-loading for Metaverse scoring, can there be an option for players to choose (during game creation) "I do NOT wish to submit scores to metaverse" so that they can save and load without penalties?
I think that this has been brought up, but I have been so frustrated by it, I think it bears repeating so that people know about it! When reloading a save game, once you click the Next Turn button, although your ships move, NO PRODUCTION OR RESEARCH IS DONE. Yes, you lose a turn whenever you load a game. This is especially bad when you see the enemy just about to colonise a planet, research a tech, etc etc, and you rush buy or wha
The general concept and feel of the game is great. It preserves the good bits of GalCiv I. However, it is clear that Stardock did not spend enough time doing quality control. A quick scan of the forums shows an ENORMOUS number of bugs. Now, I understand that bugs are unavoidable, but the sheer number and scale of the bugs I think is very damning. Some of the bugs leave you thinking, "How could the programmers miss something like THAT?!" Star
I think the AI makes some rather unreasonable trades with each other, that's for sure. But I still find that I can beat them if I check for who has what techs EVERY SINGLE TURN. The instant someone has a new tech, I quickly buy it from them at any cost and then sell it to everyone else. with a high enough diplomacy skill, and depending on how many civs I know, i usually can make at least a few hundred BCs per tech. Usually, by the time I meet two or th
I agree that there are MANY serious problems with saving and then reloading games. For instance, I play humans and do a lot of trading of techs. Therefore, I keep very close watch over all techs researched by whom and when. But every time I save before my transactions and reload, EVERYONE who didn't have the techs before the saving, now do!!! It's really, really frustrating because I was just about to make my money by selling to t
I'm wondering why the default races have different leftover ability points. Some have as many is 6 points left over, while others have as little as 1. Are we supposed to pick additional points after that? I've read elsewhere that if we do, some special abilities (like miniaturization) will disappear. Or are we supposed to leave the races as they are and just play them with the leftover points
Doesn't anyone know the answer to this?
I'm wondering why the default races have different leftover ability points. Some have as many is 6 points left over, while others have as little as 1. Are we supposed to pick additional points after that? I've read elsewhere that if we do, some special abilities (like miniaturization) will disappear. Or are we supposed to leave the races as they are and just play them with the leftover points
I think the abiltiies selection is buggy. For instance, I selected the default Thalan race. I clicked OK until the "select number of opponents" screen. then I went back one screen to the "customise default race" screen. suddenly, all my Thalan abilities were DOUBLED-- +40 pop growth, +40 soc/mil production etc. And then, when I went back a further screen -- to the "select your race screen"-- the Thalan's abilities had entirely dis
Yes, I think the abiltiies selection is buggy. For instance, I selected the default Thalan race. I clicked OK until the "select number of opponents" screen. then I went back one screen to the "customise default race" screen. suddenly, all my Thalan abilities were DOUBLED-- +40 pop growth, +40 soc/mil production etc. And then, when I went back a further screen -- to the "select your race screen"-- the Thalan's abilities had entirel
Under the default options, each race has afew ability points left over. Are we supposed to pick more abilities until all picks are used, or have the leftover picks been balanced against say, free techs given to the race?
Q1. I chose a race [not custom] and removed all the default abilities choices, so now I have 10 picks. This leaves me with the only special abilitiy being "Logistics". However, even when I start a new game, the default racial abilties (+20 population, etc) don't come back! Have I lost those default choices forever? Q2. Why do the different races start with different techs? Isn't it unfair?