*** RELEASED 10/1/2018 ***
Features
Fixes
If this a Hiaku
you failedExtra lines it has
No, it's called Limerick
making governments scale with map sizes?
Another possible problem to look into: I just conquered a planet that the AI had placed a farmer on, despite that planet having no arable lands, farms, or any food production at all.
And a related enhancement: Could we have a promotion to recall a farmer from an assigned planet?
One other thing you may want to consider evaluating for version 3.5 or later is the AI's use of the specialty ships one receives when changing to certain forms of government. Right now the AI is almost always scouting with these ships instead of placing them in a planet's orbit to gain the benefits associated with the ship (s). I would imagine it shouldn't be too hard to make a simple change to hard code the government specialty ships to always be stationed in orbit around the capital planet. Ideally, the specialty ships would be stationed at the planet with the most appropriate benefits, but if that is too difficult for the AI to figure out, an easy compromise is to just hard code instructions for the ships to dock at the capital planet. The capital will likely be the best place for most government specialty ships anyway. Thanks for your consideration.
Xeno Anthropology (and upgrades) still have undervalued influence (0.1)
Shamelessly reposted from the 3.04 thread:
Can you please put in some code that destroys all (or all but 1) existing pop when a planet is conquered by an incompatible civ?
I would define "compatible" as Carbon/Aquatic with Carbon/Aquatic. Synthetic only with Synthetic, and Silica only with Silica.
It is slightly rediculous, immersion breaking, and game-breaking that a race that spends so much time and resource to build more pop gets unlimited instant free pop conversion if they take over a meat planet. It is only slightly less rediculous (but more amusing) that when a meat race takes over a synthetic planet, the robots all start having babies.
One other thing I think is very silly is that conquering a planet that has an Capital City keeps the Capital City. This is also nonsensical - if I can have multiple Capitals, why not just build them everywhere? I think any conquered Capital City should be knocked down to a Colony Capital. You clearly have some code to re-designate another planet a civ's capital, so if a civ loses its capital city it should be easy to just bump the re-designated Colony Capital up to Capital City to compensate.
A couple of other things I've noticed in my current game:
1) I occasionally get the opportunity to build additional Computer Core and Central Bank improvements--I think this happened upon loading a save or possibly when a conquered faction gave me their stuff... or a combination of the two. I wasn't able to tell.
2) I am not always able to get a Crisis Manager after successfully completing a Crisis.
3) I have had Crises not play out fully--not sure what number of turns to wait, but I'm fairly confident it's been approximately 50-75 turns since the second part of the Crisis (in my current game, Revolution), and I've heard nothing.
Hey, I said that week or so ago. Totally silly to be scouting with Princess or Overlord ships.
Not all Crisises give managers.
This wiki gives the crisises and their rewards : http://wiki.galciv.com/index.php/Crises#Choice_1_route
I'm on 3.04, and I think the building of additional Central Bank (have not yet had the problem with Computer Core) is probably due to loading a saved game rather than a faction getting defeated. In my latest game I am able to build another Central Bank by turn 20. I have saved, quit the game, and reloaded. I have not seen any notifications of factions being destroyed.
Not all Crisises give managers.This wiki gives the crisises and their rewards : http://wiki.galciv.com/index.php/Crises#Choice_1_route
In which case I suggest changing the "Crisis Manager" hover-over text on the "Your Government" page to something like "Unlock assigning a crisis manager by successfully completing certain crises" or "some crises" or something like that...
I'm fine with the way crisis managers are implemented--but the tool tip makes it seem like a bug.
In any case, thanks for the info, shayvaan.
Frankly, I was confused about that too until I saw the wiki. And I'm still confused about why I haven't gotten the "Trial by Fire" Steam achievement, which says "Successfully complete a crisis". I'm hoping I'll get it when I get a crisis manager.
Hi,
Many thanks for all the work on the game including this fix.
However, if I understand a limerick correctly, the scansion in this is a little wonky.
It should be (and use other adverb in first line if you prefer and other suitable verb in the last line)
When you willingly start a campaigna fleet may be spawned without nameif you click on that fleetthe result, bittersweetwill engender a crash in our game
Cheers,
Jon
Hi,Many thanks for all the work on the game including this fix. However, if I understand a limerick correctly, the scansion in this is a little wonky.It should be (and use other adverb in first line if you prefer and other suitable verb in the last line)When you willingly start a campaigna fleet may be spawned without nameif you click on that fleetthe result, bittersweetwill engender a crash in our gameCheers,Jon
Nice
I'm fine with the way crisis managers are implemented--but the tool tip makes it seem like a bug.In any case, thanks for the info, shayvaan.
Anytime
I was a bit disappointed as well, when I found out
I noticed the last released patch 3.04 reduced ram requirements;did that come with actual optimizations or was simply a face value change?
Have you tried to repro this while using custom factions? It just a thought since most of us do use a custom faction or 50. Happens to me in every game I play at some point or other.
EDIT:
I only play with custom factions (Civ builder factions now, I ported all my xml factions over)
I very often get the opportunity to build extra "one per civ" buildings (Computer Core, Central Bank, Import/Export Center) as the game progresses. It has nothing to do with saving/reloading. I have assumed it has to do with civs (minor or major) being exterminated, and their buildings scrapped. This should be pretty easy to repro.
I played a game with a ton of civs, researched to planetary invasion and then gifted it to everyone (made me feel a little dirty). And then watched them begin to kill each other. Civilizations were getting wiped, but I never got the ability to build another Computer Core, Central Bank or any other unique building.
So I'm still not sure how to repro the issue.
I've run into it several times but I can't definitively say what triggers it. Building gets wrecked in an invasion, maybe? I know taking a planet with a civ-unique building then demolishing said building will generally result in you being able to build another one of them. I've built multiple Import/Export centers on the same planet doing that.
I have had this happen many times. I was sure it happened when a planet was lost by a race, then it would happen when everyone was at peace. I guess it still could be caused by a planet lost to influence, but I think it is probably something else.
I had one game where it happened where I saved the saves and tried to reproduce it and see what caused it. I have posted the information in several places, but I think SC:O caused the posts to be ignored.
Here is the text I posted on Discord and the link to a save and more data.
"After playing a while, I found I could build a second Import Export Center. I have a save before that, so I loaded it and played to see what allowed me to build a second one. It never happened again. There were a lot of wars going on, so I thought it might be related to a planet with a Center being conquered somewhere. I did some testing using the console a found a way to allow a second Center to be built that worked every time. It involved destroying a planet with a Center. For some reason that allowed me to build a second one. I have a zip file with the save and a text file giving full instructions."
https://www.dropbox.com/s/saozgjxllig7qwm/Two%20Intrigue%20Import%20Export%20Centers.7z?dl=1
I'm pretty sure it has to do with the building being scrapped by another civ, not just the taking of planets. But I don't really know why, it just definitely happens fairly often.
In the save in the link I just posted, I couldn't build an Import-Export Center. I then used the console to destroy another race's planet that had one. I was immediately able to build another one. Something in the game code allowed me to build a second one after another race had lost the one they had.
After I built my second one, I couldn't build another one. I then used the console to destroy another planet and could build a third one.
I hope a dev will do what I did and see what is going on with the code that allows that.
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