The mass of ship components displayed in the "Design" screen when you hover the mouse pointer over them displays a value that is inconsistent with the value displayed in the "Ship Design screen when you hover your pointer over an installed component or over a component candidate for installation. For example, with all of the mass reductions I have researched, an Ion drive has a mass of 9.6 on the Design screen and 12.6 on the Ship Design screen. Other components display identical values, such
Lucky_Jack
Sorting of the current goto lists by name and by distance from the currently selected ships would be very useful. It would also reduce one of the big tediums in the game.
[quote who="cuteriya" reply="14" id="3669292"] I am surprised to read all post.. thanks [/quote] So am I. I find having enough money is a big problem for me. Is there a special trick involved?
By default this option is on. It is also one that is much too easy to forget if you must turn it off each time you build a new colony. Please add a master switch, perhaps in the game options somewhere, that we can set to our default preference. This is a usability problem. Thanks.
[quote who="Heavenfall" reply="11" id="3668747"] A FRIEND told me he pirated win7 and got a real copy of win10 when the upgrade option came around. This FRIEND was very happy to move to a legit copy without paying. [/quote] That's a bit hard to credit. The process for getting the upgrade included validating that the Win7 copy was legit. Your friend must have been giving you an "alternate fact."
Stealing it from GC2 would be a better idea, and putting it into the goto list.
This sounds a lot like what I am asking for in thread https://forums.galciv3.com/481724/page/1/#3666754 .
Two very important pieces of the picture you do not mention is how many opponents you are playing with in how large a galaxy. With only 8G RAM you will not be able to play with the maximum number opponents on the larger galaxy sizes. Your OS's virtual memory setting can also be a factor.
[quote who="codewar65" reply="4" id="3668303"] I loved OS/2 and OS/2 Warp. Far better multitasking at the time than Windows or DesqView. I ran a four node FidoNet BBS with it and then started using it as the OS on my workstations for a while. Ahhhh memories. [/quote] Back then there was one major difference between OS/2 and Windows that contributed significantly to the multitasking difference you observed: 1) Windows used a co-operative philosophy towards multitaskin
Yes, I have seen this bug for quite a while now, perhaps even in the EA. To provide some help to the devs I am offering this observation: I have only seen it with ships on autopilot. The amount of space not uncovered appears to be a function of the ship's speed (moves per turn), thus giving the patchy look observed. It is almost as if the space being exposed is only the space at the end of a ship's turn. I vaguely remember the unex
You haven't specified what size galaxy this is on. Galaxy size HAS to be a factor just to keep the game balanced. CIV3 (Sid Meier's) made a huge mistake on this and it destroyed the game for large map players.
Be sure to learn how to make integrated Intel® HD Graphics 630 work best with your GTX 1060. AND -- especially -- watch the heat carefully. Excess heat causes the CPU and/or GPUs to reduce clock speed. So far, GC3 has been less of a heat generator than Civ V and even some older but rebooted games I have played. So far, my impression is that the biggest cause of heat is graphics resolution.
Mortili, I have used that work-around and find it lacking. I already use so many rally-points that the list of them is a confused mess. The rally-points are another example of where sorts are needed, both by name and distance, particularly in the "go-to" list.
Here we are with version 2.0 and STILL we don't have the ability to sort unoccupied planets by planet quality or distance from selected ship. These sorts are important only from ships (colony class), so perhaps should go into the goto window for ships. During the planet rush on the largest galaxy sizes selecting which planet to send a colony ship is still very cumbersome with the current placement of the "unoccupied planet" list. The current "unoccupied planet" list off the main planet li
[quote who="pshaw" reply="5" id="3664792"] Not being able to upgrade ships with unique components is a bug, is as the resource issue as well. [/quote] Thanks, this is nice to know. I have also run into this problem and thought it might have been "as designed" for some reason.
You are likely to have a lot of files on your old machine that you want to move onto your new one. Windows, some time ago, started the convention of keeping personal files in C:\Users\ \Documents and its sub-folders, and copying all files in that folder and its sub-folders from the old machine to the new one as part of the migration. Since your personal ship definitions are saved within this structure (...\Documents\My games\Galciv3\ and its sub-folders), along with your saved
How about one with an alarm you can set?
I think they have decided to go the route of **pedia like in Wikipedia. Try this page and see if it is what you are looking for.
What? Are we going to compare ages again?
Although it isn't as good as what is being asked for here if you hover your mouse over the fleet icon on the map a tool tip appears that shows how many moves the fleet has left and its max moves per turn. "General Pants", it never hurts to add a reminder. Old threads are often forgotten about, even by the devs.
[quote who="pshaw" reply="9" id="3661287"] Quoting EnormousD, reply 6 Question for pshaw (Stardock): The standard Insane galaxy size (prior to v1.9) contains 434,341 total hexes. Is this the maximum number of hexes that the engine can support? If not, what is the maximum number, or is there no hard l
I noticed the same problem in 1.9 and am having considerable problems due to it. I like the idea of a slider for this, because of my suspicion that it may be a GPU related problem, in that some GPUs may be fine but others not so fine.
I just discovered something with another much older game that got added to Steam recently (and must have been updated for delivery by steam) called Caesar IV. While it still had the same default settings for resolution I decided to see if there was an .ini file that had resolution settings that I could manipulate. I found that the game heated up my GPU to higher values when I used higher screen sizes (1710*1020 --with no changes to the other graphics settings). Of course, I was running it in
[quote who="1oldgun" reply="22" id="3660443"] Quoting implodinggoat, reply 19 Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too. Wante
[quote who="mrblondini" reply="49" id="3660315"] One aspect of politics I'd like to see is when one of your planets is on the verge of flipping to another culture, any ships built in that planet's shipyards attack any other ships built at any of your other shipyards (basically Planet Zorka declaring war on every other planet in your kingdom and then immediately the race Planet Zorka flips to declares war). Or, alternatively, for a few turns suddenly that fleet from Pla