I think it is clear without doubt that the techs are getting traded excessively and that it takes out much of the fun because they all have the same techs and specialization is minimal (not to mention that it's pointless to try to build up a tech lead... you can't research more than all the others combined). Whether this is due to the strange random tech offer or due to simple cheating (1 tech vs. 1 tech trades without checking the value or
Todd_Hawks
You aren't wrong and I agee that it doesn't make any sense to not have all of the sliders go from 0 to 100%. It's been that way since GalCiv and it never made sense. Look at it as focusing the work. If you put research to 100% then all your efforts are pooled into research. As soon as you want to do other stuff, you have to draw from research and put it there. Whatever that "effort" consists of... evidently not money. Nor workforce (higher p
Not to mention all the other mathematical stuff that doesn't work: Moral calculation (and the difference when hovering over the values), population growth modifiers, research from economic starbases etc etc.... It's like almost nothing is working as it should.
u can blockade a civilization positioning ships near their planets, so they can't trade or exchange tech anymore? No
There are two different settings: The one for each individual AI and the overall difficulty setting. They influence each other (i.e. cranking up one will automatically adjust the other). If you set the overall difficulty to "Though", then all individual AIs are set to "Intelligent" and that's the setting where they are equal.
That's what I feared.... that the AI and everything else has been tweaked to work *with* the bug and now they can't easily fix it without possibly screwing it up. If they really decide it's too much hassle they should at least take out the social balance bonus so people don't get deceived by their illusionary huge advantage. I have to say though that it's really, really, really weak to leave tha
Claiming that Civ IV is less complex than Civ III kind of invalidates your whole post. Same with GalCiv. The newer ones may seem less complex on the surface but due to increased choices they are in fact a lot more varied. No more "doing everything the same way every time" as it was with Civ III and GalCiv I.
The manual is wrong on sooooo many things... it's best only to use it to get the general idea, not the actual numbers. And it will get worse with increasing number of updates. I assume the roll is from 0 to max as well, btw., but I don't have hard evidence either (apart from the fact that you can kill a 1-def ship with a 1-att ship)
Yep. Look at the bottom of this thread: https://forums.galciv2.com/?ForumID=162&AID=100530 Link Lol, now he thinks it was introduced by the patch, which isn't the case, it never worked. Well, at least they'll hopefully take a look at it.
The patch didn't touch any of these things. I suspect there's something else going on there. It has *nothing* to do with the patch, it was broken from the start, it never ever worked!
Did you start a new game or did you update in the middle of the game? I didn't try it yet, but that might be the reason. Start a new game and check it again.
rc usually is "release candidate", meaning it's something like a beta patch. That said, I only have 1.0D1.008, maybe the release candidate was up mistakenly for a few minutes?
Stardock is aware of all these bugs, so hopefully they'll be fixed on Thursday. You sure about that? I've been trying to get them to acknowledge the bugs (or even post in a relevant thread) for days now, but to no avail.
It's a well known bug, social production bonuses aren't applied at all (and research bonuses are halved). Unfortunately the devs are consistently ignoring all bug reports about this, so we don't even know if they intend to fix it.
I get that flash, too, and it's extremely annoying. Too bright and not too great for the eyes. I don't even want to talk to them anymore.
Thanks, I appreciate it. Still, (at least) two serious bugs remain: Civ-wide Social Bonus doesn't have any effect and the corresponding Research Bonus is increasing research half of what it should be. I can't imagine that's such a hard bug to fix?
106 kB for the ship components 9.3 MB for the Desktop Theme
I had this, too, but I just assumed that the 3 parsec rule only applies to starbases of one race. Don't know if that's true, but considering you could prevent others from building star bases just by plopping down a few yourself, I think it makes sense. Didn't try to put my own star base within 3 parsec of one of another race, though. If that doesn't work, then it is a bug indeed.
I'm not sure about this. It's one of the few games where I trust the devs when they say AIs don't cheat (and this would be cheating), in fact I think I once heard a long time ago that the AI doesn't even know who is a human player and who is another AI player. That said, they sure have a lot of techs a lot of the time, but I didn't find any indicator that they were trading them for a lesser price. It just "feels" ok to me. In short games it's hard to gauge anyway since some of the other rac
Yes to your first question, no to your second.
Also, social production isn't working correctly (the civ-wide bonus is not applied), so it takes longer to build than it should.
Yeah, it's a known problem, but the devs haven't said anything about it yet. Same as with the social production bonus not being applied and the research production bonus being half of what it should be. (Yes, I am going to repeat that until I get a "it's fixed in the next update".)
I still can not find why bonus for the social production is not added. It's a known bug, even though the devs until now haven't acknowledged it. I sure hope they fix it soon (+ the one that research bonus is only half as much as it should be)... Do you hear, devs? <img src="http://image
Social production bonus is not applied (as mentioned above) Research bonus is not applied correctly (seems like it's only half of what it should be)