Oh, and just for fun (since we never hear about music in the dev journals), I LOVE the solo voice singing the GalCiv1 theme over the title screen. Kudos to your sound designer for cleverly linking the GC1 music to the new game. I didn't react as well to the choral parts in the planet screen music (is it the planet screen music, or is that just where I happened to hear it?) , 'cause they seemed to be played on a keyboard. Maybe you'll have time to reco
drank
I didn't even try to play a full game in the first beta, but I played around with the main UI window. Here are some thoughts: 1) I love the zoom in/zoom out on the mouse scroll button. It's completely intuitive and works great for "that planet just to the left" moments. The transition to the strategic map is very slick. 2) I was a bit put off by the default (top down) camera view. The biggest problem is that you're looking down on the rings of
Brad, it seems like the problem described in this thread would be in AreTechParentsKnown(). The code snippet you posted does seem straightforward. Once again, I can't speak for everyone posting in this thread, but my intent is not to accuse the AI of cheating, or you of coding it to do so. I think you've been presented with excellent data in this thread to to help you track down an annoying bug that doesn't (I believe) represent the way you intend for the game to play.
Frogboy, I appreciate your long explanation here. Any of us who have played the game for awhile take your point that the AI is not intentionally coded to cheat. But your reply does not address the main point of this thread; the AI appears to research techs without researching/trading for the pre-requisites. Many of us have seen this behavior in games. The screenshots and debug files here seem to document it clearly. It sure sounds like a bug. Will you look into it? Or if this
I asked about this in another thread. Cari responded that she added underlying code for Rally Points in the forthcoming expansion, but they aren't actually available for play in 1.04. The build notes were a bit misleading.
The release notes for 1.04 beta 2 contain some tantalizing entries... 1.04 Beta 2: May 20 (...) -basic rally point code -rally point hit detection -rally point names on map -rally point destination pointers in colony and starship But I couldn't really find anything about them in the game. Are rally points working in 1.04? How do you use them?
(bump) I have two wins that I've been trying to submit for a week, but no luck. I've submitted wins in the past, so I know I'm configured/registered, etc. Stardock has been great about game updates. I have no idea why they don't seem to be paying attention to this problem.
Is this still occurring for others? I've tried repeatedly to submit a game completed on 5/11, but it has never shown up.
I've had good success with rush-buying trade goods and selling them to everyone, so I agree with most of this. Regarding trading goods for tech, I do this more than your strategy suggests. My goal is to be a "tech arbitrageur" - I buy the tech from Civ A for a trade good, and then sell trade good + tech to Civ B for more cash, repeat with all the rest. Often by the mid game, this leaves me sitting on a pile of $10K or more. At that point, I usually just buy new techs from the r
Late game, gigantic galaxy. It always crashes when clicking the turn button to advance to Oct 2197. Even if I load from "previous autosave" and replay to that point, it crashes on that date. If someone from Stardock wants to look at the savegame, please let me know where to send it.
No military or defense mods on the starbase; it was just a morale base that I happened to have some starfighters near.
Finished a game with 1.04 beta, genius AI, gigantic galaxy (hasn't posted to the metaverse yet - it seems to be down again. But last time my score eventually showed up, so I assume it will this time too). Couple of observations - The "buying items" fix seems to work, in that you can rush buy something, switch to another project and still get the item. The UI is confusing, because it switches to the other project right away and you don't get confirmation in the next turn's GNN r
The math in your example makes sense. And the correllary seems to be that if your economy is more-or-less maxxed (all trade routes, all econ improvements built, etc.) then every increase in production/research bonus will have to be accompanied by a reduction in spending or you'll go into the red. Thanks for the explanation.
I've played & won with a variety of play styles and victory conditions. It's a pretty addictive game!javascript:smilie(':d') I frequently have a problem with my economy late in the game - having to cut spending to avoid losses. In my most recent two games, I figured out at least part of the reason why. I was going for a tech victory and had several upgraded tech resource starbases, all the +Research techs & trade goods, etc. I was pumping 70% or so into research, trying to finish the ga
Well, I haven't had the event that mindlar alludes to, so I'll eagerly await that in my next game! But unless it's a horrible event, I'd still advocate for some of the changes above to better balance the good & evil alignments.
I won my last game by a tech victory, but it happened on the wrong tech. The victory screen came up after completing "Beyond Human". I would have expected it to happen after "Final Frontier", based on JavaScout's tech chart and the description of Final Frontier.
I just finished my first game playing as evil. As it stands, it's hard to see why you wouldn't always choose this approach. You get great bonuses when you colonize many of your planets, and you can still get all the "good" techs because someone else will research them and trade them. Moreover, there's no clear reward for being good. You pass on all the great bonuses, and the evil empire next door picks up the good techs from someone else and builds the Trade Monument! I think t
I did try ctrl-R. It didn't fix the problem.
Late in a game of Beta 4D... I moved a fleet of 23 constructors next to an enemy planet and proceeded to construct a starbase, upgrade it and build a terror star. After using the 19th constructor to complete the terror star , the starbase graphic disappeared from the map. Even after moving the remaining constructors elsewhere, the TS is invisible and unselectable on the main map. I can see it on the mini-map, it appears in my list of ships, double-clicking in list of ships cent
Just finished a 12x12 game in beta 4. In general, I thought that the changes made this a more fun game than in previous releases, especially in the early & mid game. The AI (on Smart) was a pretty challenging opponent. The stability also seems to be much improved over beta 3.. BUGS 1) Part way throught my game, I was suddenly able to purchase ships for, e.g., 175 + 5 for 0 months. This also happened in beta 3. If this is intended behavior, maybe someone could tell me what tech creat
I purchased the beta last week. I've played through three full games and a number of partial games. I think the game is fun and has a lot of potential. Here's some feedback.... GAMEPLAY - My biggest gripe is the economic management. Having only "macro" sliders to adjust your whole empire's spending is annoying. There's no way to limit the spending of the bulk of your planets without also slowing down your home planet producing the Hyperion Manufacturing Center. My suggestion: move t
I downloaded the 11/25 update. When I try to use a transport to invade a planet controlled by the Pirates, the game crashes to the desktop. I can supply a saved game if necessary.