It may be a factor of the number of races in-game combined with the display resolution. At 1900x1200, I can see everyone's vote if there are enough to go to two rows, but if there is only a single row then the middle vote is covered.
Greg__B
RE: Issue 2 -- Upgraded weapon modules replace the old one, not add to them. Replacing a +30 with a +45 gives a net increase of 15. This is true of many starbase module types, such as sensor range and effectivity range.
I get this issue consistently if I Exit Game directly while playing. if I first quit to Main Menu, and then Exit Game, everything cleans up eventually.
I think it's related to a similar issue that you can run into requesting too many ships from a shipyard (usually via Request Constructor on one or more starbases pulling from the same yard). I think if an entity such as a shipyard or starbase has too may operations pending at one time, it causes a crash like you've described. In my experience, the specific number that triggers the crash is more than 30 and less than or equal to 40.
Are you adding the upgrades one at a time or dumping 70 construction modules in all at once?
The Superior Recreation technology is supposed to unlock a structure called the "Mega Resort." I presume it's supposed to be an upgrade to the Amusement Park. I haven't seen this building actually become available in any game I've ever played.
I've never even seen Approval relics listed in the planetary approval tooltip.
I suspect the affected technologies might be mis-categorized. When I selected the Precursor Engineering tech from the Age of Ascension, and then flipped back to the list view, it appeared along with Neuro Linking, despite the two being from different categories. And none of the four usual categories were highlighted as selected in this view either.
I can research them if I select them using the tech tree view. But the list view appears by default, and not everyone might think to check the tree to make sure the list view is being honest. Also, everything in the Xeno Archaelogy (which is spelled wrong in game :)) branch exhibits this behavior, at least through the age of war.
I'm playing as the Iconians. I can select Research Coordination to research via the tech tree view, but it does not show up in the default list view. I played almost an entire game before I realized I could have more than just mid-range research facilities. :(
It turns out they were Malevolent. That must have been it, and it was just coincidental timing that they acquired that ability while the resolution was active.
There's only one other faction, and it's custom based on Terran. They were flipping to me prior to enacting the resolution, but they retained the immune to culture flip attribute after the resolution was repealed.
I moved this to the Support forum, where it probably should have been to begin with.
I do not recall the specific name of the resolution, but it is the one that prevents planets from culture flipping. The issue is that planets remain immune to culture flipping even after the resolution is repealed. I encountered the issue in 0.90, and the save game continued to exhibit that behavior in 0.95. I haven't yet started a new game in 0.95 to see if the issue still occurs in a pure-0.95 game.
I've been able to consistently have build queues up to 30 items long without crashing in Beta 5, but just now (in Beta 6) tried to have a queue of 40 items and it did crash.
I made my capital city a Conclave. When I upgraded my Town Hall to a Palace, I lost the ZoC upgrade the Town Hall provided. When I demolished my Palace and started rebuilding the line to confirm, I was unable to rebuild the Palace after completion of the Town Hall until I saved and reloaded the game.
I had a similar problem when I selected Scroll Scribe for the level 3 building, Instead I was able to build a Tax Office, which I presume is intended for the Town path, EDIT: Never mind. I didn't realize the building would be built instantly. The scroll scribe is there after all.
It looks like Hedge Walls are not automatically upgrading to Forts when a L3 city goes to L4. (Yes, the Forts technology was researched.) Reloading the game may force the upgrade, but until you do that, you can build a Fort in a L4 city with a Hedge Wall. At that point, the Hedge Wall upgrades and the city now has two Forts.
[quote who="seanw3" reply="8" id="3120100"]I meant my comment to point out that is had already been reported. Reporting the same thing over and over may get it done faster, but I doubt it. It would be valuable to see what a female casual gamer thinks of the game. But the first thing I explain to new players is the nature of a beta and how little the game is finished. Hope you explained that too.[/quote] Unfortunately, unless a compiled list of known
Your game ended when your sovereign died because you had not yet founded a city for him to teleport to. Teleport is a word, spellchecker.
I have a similar issue, but I noticed something odd. I had been playing mostly on Novice while i acclimated to the game. it seems in 0.86 if I play on Novice, I get a crash within the first few dozen turns, without fail. I've uploaded about a dozen crash logs for this issue already. It's also a repeatable crash, in that I can load the last save and it's always the exact same number of turns before the crash. Just for giggles, I tried setting the
Not to mention the game is awfully flaky on whether it will actually allow you to build it. And in the rare cases where the game does allow you to build it, it doesn't actually appear on the map or take up any space.
I've seen both, but they seem much, much rarer than Wild Grain.
Specifically, researching the tech does not appear to have any effect. My units' attack scores remain unchanged after researching several levels, and there is no mention of the ability in the tooltip for the attack value either.
There is what appears to be a new Wildland (at least, I never saw it before 0.85). It's ringed by mountain and blocked off by a gate. When you first approach it, it is incorrectly identified as the Bhinadmi Fissure, and grants you the quest to kill Abelix. I haven't figured out how to get past the gate to actually see what's inside, but that may not be a bug. :) Also, on the topic of the Bhinadmi Fissure, killing Abelix does not remov