Hmmm, all I can tell you is that I am working on a new version which I am hoping will resolve the issues you are experiencing. As for a release date, I'm hoping to get it ready for the end of Feb. Maybe earlier as I'm off work next week.
I'm having the same problem as this fella reported, any help would be appreciated.
Sorry about my english, but this is maybee an old failer. If you put 9 rings of planets on a star system, the game could not handle this.
Only 8 rings are for planets and if there is a star system with 9 rings, the hole map will look like your Attachment 380005.
Maybee you have open the file (?) and wanted to create a real Sol System into the game with 9 planets? Sorry but his is not posible ...
Also something else could be wrong with a star system. Normaly it looks like this:
PlanetType=WHITE_PLANET, OrbitRing=8, PlanetSize=0, HasMoon=0, HasRings=0, PlanetName=Poseidon Kyanite, PlanetBonusType=NO_BONUS
Maybee you open the file and have a look at every star system to find the bug. There must be something wrong with it anywhere. Look out for the OrbitRings.
If this could not help you, forgive me, it is only a try to help you.
John
P.S. PsiCorps I can´t wait to get the new version . Sure you will need your time to make it, but I´am looking out for this every week. It´s a great mod .
Sorry about my english, but this is maybee an old failer. If you put 9 rings of planets on a star system, the game could not handle this.
Only 8 rings are for planets and if there is a star system with 9 rings, the hole map will look like your Attachment 380005.
Maybee you have open the file (?) and wanted to create a real Sol System into the game with 9 planets? Sorry but his is not posible ...
Also something else could be wrong with a star system. Normaly it looks like this:
PlanetType=WHITE_PLANET, OrbitRing=8, PlanetSize=0, HasMoon=0, HasRings=0, PlanetName=Poseidon Kyanite, PlanetBonusType=NO_BONUS
Maybee you open the file and have a look at every star system to find the bug. There must be something wrong with it anywhere. Look out for the OrbitRings.
If this could not help you, forgive me, it is only a try to help you.
John
P.S. PsiCorps I can´t wait to get the new version . Sure you will need your time to make it, but I´am looking out for this every week. It´s a great mod .
There is one VERY pressing issue in the current release.
Events fire WAY too often.
Starting turns during first colonies: All the time, extra food events. Max 1 turn break between each one.
When starting to build trade lanes, trade lane destruction event fires VERY often. You can be lucky to have a lane survive for longer than 5 turns.
Later on, Virus Outbreak event fires regularly though not as often as the others.
So, it's currently impossible to sustain a multi-system empire due to the insane costs of repairing all the problems.
The damaged ship event (the one where you can either immobilize your ship for three turns, one turn, or destroy it is completely pointless, there are no penalties, benefits, or anything making any choice but immobilize for one turn the only choice that makes a modicum of sense. It should cost money, hurt the ship, something making it risky. Same for the three turns, albeit to a lesser extent than the one turn. The destroy option is the only one that doesn't need any additional effects.
I think a major reason why the events were a problem was that I was playing on Epic (or was it slow?) speed, so I got less money each turn but I still got those events often.
Thanks for this latest version, it's a lot of fun!
The already-mentioned issues of frequent events were a surprise to me too, but my game play style has been such that it's been easy for me to keep a stockpile of cash on hand so I can survive those expensive mine-explosions.
Another bug (or perhaps I'm still not understanding it) is the religion/value thing. From what you said earlier, if your civ already has the holy city of one value, it cannot found another. Previously, I thought that when you get a tech that should found a new value, it gets started in another civ randomly, but that hasn't been happening in the past couple games I've tried. Do I have to wait for another civ to research that tech instead?
And that brings me to another issue which was present in the previous version too: many of the AI civs just sit around and never colonize any other systems, even with their initial Colony Ship. The "major" races, in particular, are guilty of this. As a result they all lag behind in technology, so there's almost no hope of me founding Unity and building the awesome ISA ships
Despite the feedback, I really enjoy playing this mod! Thank you so much for your hard work... I used to do this kind of thing in Civ2, but things have gotten so much more complicated now beyond my capabilities.