ignuss

ignuss

Joined Member # 2351771
11 Posts 506 Replies 259 Reputation

Yep. I wonder how long that's been there though since I don't think that code has changed in a long long time. But that's the exploit I was talking about that will require a 1.31. Strange, that doesn't happen in my current game that I started with version 1.30 I very often use 100% farm-bonus tiles and I've never seen this. I always get the corr

26 Replies 46,060 Views

Fair enough. Was the game that's showing the turn button bug started with 1.30 and then upgraded to 1.30A, or is it a fresh game from 1.30A? Patching almost never works on a previous game. 1.30, then upgraded.

97 Replies 34,476 Views

Serious Drengin planet AI "bug". Planet seen with espionage. Yes, that's an unused 700% manufacturing bonus tile. In fact, it hasn't any factory at all. The date is 8 Sep 2008. The description says that the Drengin AI colonised the planet in 2005. This could have been an amazing planet. Now it's below average. I currently have high espionage on both Drengin and Terran, the game was started

97 Replies 34,476 Views

Ships on autopilot do not count as ships with moves left since they have a target destination. If they reach their destination and still have moves left then the turn button will stay unlit and the ship will be selected. I've tested this with 1.3A and it works as it should (and as it did before.) Just because you don't see it doesn't mean that it isn'

97 Replies 34,476 Views

Auto-select is gone. I know that lots of people hated it bit I find it annoying having to hit tab every time a ship has finished movement. I hope that it will be back as an option? I've also noticed that planets with PQ Sentry doesn't do anythi

97 Replies 34,476 Views

I know that lots of people hated auto-select but I'm one of the few that actually liked it so I'm sad to see that it's unavailable as an option. I find it annoying having to hit tab every time a ship has finished movement. I've also noticed that planets with PQ<10 (both colonised and uncolonised) still sometimes change terrain after reloading the game for the first time. It's no fun having planets where over half of the tiles are in the ocean. I thought that this bug had been fixed in t

1 Replies 2,997 Views

They did? You mean like this: Stardock does, however, plan to create an expansion pack sometime mid next year to GalCiv II that includes multiplayer depending on how well Dark Avatar sells (pricing would be about the same as Dark Avatar and it would have lots of other features as well to make sure it appeals to a wide spectrum). Quote fro

12 Replies 8,025 Views

You guys really need to get on the ball and add some better things to the expansion. I told you guys I wanted a Civ3 PTW type Expansion. This quote says it all really. S1Genocide:s opinion is much more important than ours. That's why he is upset.

81 Replies 40,596 Views

S1Genocide, I don't care for much of the stuff that you want to have in an expansion and am really excited about the expansion that we are going to get. Opinons, eh And they are adding two races. The race/races that die will ONLY die in the campaign. They will still be available in sandbox games, meaning that you will be able to choose from 12 different races + custom.

31 Replies 23,756 Views

I've got another typo for you Codecritter It's when you choose alignment after having researched Xeno Ethics. It says under evil: "+ Propagana Center projects make planets less susceptible to rebelling" Propagana should be propaganda.

34 Replies 18,035 Views

Some more bugs. Foreign Policy: On turn 1, I get to see one AI-player in stats, report and united planets under Foreign Policy, even though I haven't met the AIs. I can't speak to him. It seems to be the first AI in RaceConfig.xml that is in the game, for example it's always terrans if they are controlled by the AI. Complete Research-screen: There is a \n missing when more miniaturization is needed for a new ship design. It looks like this: <img src="

34 Replies 18,035 Views

Please, Frogboy. If you don't want to do it for us, do it for the AI:s I also don't understand why you made the economic buildings cheaper to build. If anything, they should IMO be more expensive. The most advanced morale building costs 400. The most advanced factory costs 400. The most advanced research facility costs 250. The most advanced economic building costs 120. I would like to see the economic buildings sl

50 Replies 62,051 Views

Codecritter: The UI color in the text box is to represent that the text is selected. When you see this, typing will overwrite the text. Shouldn't pressing left or right arrow deselect all the text and remove the highlightning then? That would IMO be an nice addition to an already excellent patch. <img src="http://images.stardock.com/gc2/T_DL/s

34 Replies 18,035 Views

@vimes2004 I know. I also very strongly disagree since people that play metaverse CAN'T mod these things and it also takes far less time to fix a value in a xml-file then fixing a bug in the code. So I'll keep repeating these bugs until something is done about them. And they did tweak some buildings in this beta.

34 Replies 18,035 Views

Bugged weapons and defences: Subspace Blaster is much worse than it's preceding weapon Disruptors III. Supspace Annihilator doesn't exist. The technology Supspace Annihilator doesn't give the player anything. Phasors IV is a little worse then Phasors III: (component name, cost, size, sizemod, damage) Phasors III,40, 5, 4, 3. 21 damage / 35 space Phasors IV, 45, 7, 4, 4. 20 damage / 35 space The last missile weapon has the in-game name BlackholeEruptor.

34 Replies 18,035 Views

Frogboy, could you please do something about industrial output. Manufacturing Centre isn't what I would call a upgrade. And please take a look at the weapons and defences while you are at it. Subspace Blaster is much worse than it's preceding weapon Disruptors III. Supspace Annihilator doesn't exist. The technology Supspace Annihilator doesn't give the player anything. Phasors IV is a little worse then Phasors III: (component name, cost, size, sizemod, damage)

50 Replies 62,051 Views

However, that wasn't going to work for Dark Avatar with the custom opponents. So I changed it so that it still picked 11 star systems, but now it just automatically creates 5 class 0 planets in the 11 star systems. This makes me think that it will only be possible to have 10 races in a sandbox game? I hope not since it would be neat if it was possible

12 Replies 22,383 Views

This is what I would love Stardock to do to change to make it more interesting. Currently, when you make an alliance, the relationship slider goes all the way to the right. I propose that instead the relationship bar should fluctuate as normal, with the addition of a positive "alliance" relationship modifier. If your relationship starts to sink (about warm), the

32 Replies 52,989 Views

I don't like disabling tech-stealing either but another person (can't find the thread atm) on this forum mentioned one slight problem with the current implemantation that I would like to see improved. The problem is that the tech that you get seems to be a little to random which can give the player (or AI) a huge technological jump. One example is that a player without any missile techs at all steals the final missile technology. It would IMO be better if a stolen weapon tech could only

12 Replies 24,463 Views