I was wondering about that, as I finally found a log file which looked like it was reading version info from the save game file. Debug Message: DLC Supernova Debug Message: DLCSystem finished loading data. Debug Message: CGalaxy::LoadGameObjects: Using object ptr list for lookup table Debug Message: LoadCustomShipDesigns(): INFO: ShipDesignDirectory=C:\Users\markl\OneDrive\Documents\My Games\GalCiv4\Designs Debug Message:
Mark Short
Appears the game has been updated from v2.51 -> v2.6. I will need to load that save game file and see. Nope, latest fix did not change anything. The issue still persists. When I hit the "Eject All Ships" button, it looks like it tries to eject it as the icon briefly blinks. If I knew where the log files were located, maybe I could provide more info?
Ultimately, I had to decomission the Star Base in order to get my ship back. :(
I tried docking other ships and doing the "Eject All Ships" again. All the ships except "The Nail" were ejected. :(
GalCiv Supernova v2.51 So far, I cannot get 'The Nail' to disembark. I have tried 'Eject All Ships', as well as saving and reloading. But my ship appears stuck at the starbase now. :( https://1drv.ms/i/s!ApomLrihV-7hgoVcyvdE8pwvXCLslg?e=CqmQXB
Yor are the robots right? Don't know how they can benefit from a "growth" bonus, as I thought you had to manually build Yor pop. Right?
Yes, I am aware of how DirectX 11/12 works. These were pretty much the default settings. I did enable VSync afterwards and even went in to Nvidia console and limited FPS to 20. This did help to reduce GPU usage to around 75% - still too high for a 2D game. There is more graphics being rendering in Civ VI and never notice these issues.
There is something not right with how hard GC4 is pushing video cards. Come on, this is not Baldur's Gate 3!
Don't truly understand what is going on, but I ran the game today on 2 different systems and it pushed both Nvidia video cards to 90% or more. This is way too high for a 2D game. One system was barely a year old and had 32Gb of Ram. Some serious GPU optimization is needed. These are the in-game graphic se
... continued ... 6.1 Population Stats Please pick a standard data field ordering format and stick to it. As a user, in the absence of a data table, we have to quickly mouse-over the population, one after the other, to get a glimpse of the citizen characteristics. However, when the ordering of the fields is inconsistent, it makes processing this information all that more difficult and tedious. (seriously, after a couple of hours of this, it brings
You are correct. Found that for the first time. Again - very strange combination of "tooltips" + combination of right-click menus....
... continued ... 6.1 Population Stats The Tooltip Presentation, IMO, is a jumbled mess that could be tweaked a bit to make processing this, visual wall of information , somewhat easier. I don't need to see TWO (or more) different lines for a population attribute. Instead, using the data from above, it could be condensed to one line per attribute as follows: Intelligence:
... continued .... 6. UI Quirks 6.1 Population Stats I love all the data and detail given to the underlying population; however, much of this is glossed over and not fully explained. Additionally, the UI presentation leaves much to be desired. Nowhere in the UI does it clearly specify the Pop Type. ??? You have to infer this information from a strange combination of tooltips and right-click menus. For example, what is the Pop Type of
... continued .... 5. Housing Districts The level bonus is too low, granting only a 10% increase per level. This is much lower than any other district type, and IIRC, lower than GC3.
I am OK with the decay penalties. I just liked that GC3 gave me the choice to manage this, according to my play style, and not being locked into each core world having to have their own shipyard.
Just a couple of items... 1. In GC3, I believe you could assign multiple planets to the same shipyard. While it is not a huge deal, but it was nice, early game, being able to pool production from several planets to build ships. 2. I wish I could assign colonies to a specific planet, like I can asteroids. 3. Space Elevators - I believe the cost for this improvement was recently bumped to: 2 Durantium + 1Maint. (previo
When new habitable planets are found via events, they are not updating the map correctly. Which means finding them is very difficult / painful - and are easily overlooked. As in the following... where is Lacaille I ? <img src="https://cdn.stardock.us/forums/6/39/639
My bad. It is +0.1. Still, it does not seem as good as it was in GC3.
I have encountered this issue as well. In fact, a couple of times it acted just like an OS LoaderLock, where the OS completely locks up and requires a hard-reboot.
I have notice that the map does not get updated when you get the "New habitable planet" survey event. In fact, I used to completely overlook this previously when it occured. However, I have noticed that if you save the game and then reload, the map tends to get updated with correct icons. I have seen this happen several times where I would say - "I didn't realize I could colonize that planet" ???
Seems like there was little effort made to balance the Civilization Traits according to their cost. Honestly, some of the traits seem blah.... while others are OMG! Explorers / Fast seem really good. Also the ones that give you access to additional tech seem really good. I find "Farmers" exceptionally good as it allows additional planet hexes to be terra-formed, as well as provides access to the "Bio-Agriculturist" occupation - which helps reduce pollution.
Is it me or does it seem like the City/Urban zones were nerfed since GC3? I believe the current implementation is the base zone increases the planets pop max by +1. And then, each level of improvement increases it another +0.01. The City/Urban zones don't really seem all that great anymore.
GC4 Supernova Ver 1.50 The UI thread randomly locks up and quits responding to UI events. (i.e. mouse clicks, etc...) The game is still running, but is non-responsive. Have to use the task-manager to kill the application and reload from an autosave. It seems to happen when mousing over an item and it is in the process of loading data for the tool-tip. Does not happen all that often.
IIRC, Hydroponics was common to pretty much most in GC4. (without having to pick farmer) But when playing the Alarians or Humans in supernova and trying to add one of the botanical-resources to a colony, it would never let me with the tooltip saying it required "Hydroponics". Then went and checked the research tree and it was nowhere to be found. :(<img src="https://cdn.stardock.us/forums/6/39/639228/34c83f09-56e4-4e06-9da4-9ab61fbaa8b2.jpg" alt="" width="820" height="
I have been playing the Altarians, exclusively, for the past full week. I have not encountered this bug yet. However, I did run into one CTD and got the option to submit it to the developers. (this occurred during the end-of-turn processing...)