jmontesi4

jmontesi4

Joined Last seen Member # 2220532
2 Posts 21 Replies 303 Reputation

I started getting this message after updating to GC3 v1.7, I'm running the latest (non beta) drivers available for my AMD R7 card, the driver is dated March 21st, 2016. The game runs just fine, but I'm getting annoyed by the warning (I can tolerate the warning on GC2 since the game is quite old, but GC3 ....) I'm running on a desktop computer with a single GPU (AMD R7 200). OS is Win 10 Pro, My Mobo does not have an integrated graphics chip. DXDiag reports

5 Replies 6,878 Views

Brad's original reaction seems likely to be an issue with Steam reviews.... and I agree with that part. If you just released something on steam and you get a single bad review posted, steam just puts an " Overwhelmingly Negative" red stamp on your store page That can wreck any release regardless of the merits of the release or review. It is just a badly implemented steam feature: The "user review rat

50 Replies 90,487 Views

You can either open a command prompt and navigate to Galciv's steam folder ([STEAMFOLDER]\SteamApps\common\Galactic Civilizations III) and issue the following command "Galciv3 cheat" or you can create a shortcut that points to the same command (eg:' "C:\Steam\steamapps\common\Galactic Civilizations III\GalCiv3.exe" cheat ') and name it something like "Galciv3 Debug" for ease of use. Note that in this case you need to use doublé quotes to

2 Replies 23,069 Views

I made a few tests modding morale curves. I attempted keeping the LEP as it is now but modifying the morale curves reducing bonuses (restricting them to really high approval levels) and increasing maluses on an inmense Galaxy with abundant habs and 6 civs, and soaked until around turn 60, pausing every 5 or so turns to check all the colonies in god mode (I couldn't get beyond turn 80 I think with all the soak/start/stop cycles). I only used base civs and a custom I built (wit

70 Replies 1,769,945 Views

The "choice" concept is interesting, but in my view poorly executed. Instead of "Pick A, B or C and forget the options you didn't pick" I'd change it to "Pick A, B or C, those you didn't pick get more expensive or it's effectiveness gets reduced." So the "choice" instead becomes "I choose to specialize and I get a benifit, but I can get the other choices at a cost (time and/or lost opportunity)" In a way it exists with the weapon techs. If I spe

156 Replies 662,540 Views

A few I have found so far... Closing the ideology screen brings up the research tree (full version) at the beginning of the game (before picking the first tenet) with a custom race The search tech tool does not reset after starting or loading a new game (restarting the game does) Diplomatic stance typo: "You are trading with an infadel" Colony status icons slighly wobble after moving the map (stabilizes after a second or so) Strategic view: icons aren&#

3 Replies 7,067 Views

The problem with ideologies is that there are not enough interesting choices AND picking perks is too inconsequential for ideology's sake. Further, it is possible to eventually get all the perks. Even if costs are increased, some choices do not make sense (example: having all benevolent and malevolent perks) Problem 1: Restrictions An idea I had a few days ago was to lock a category based on the first ideology you picked. So if you pick&

26 Replies 76,862 Views

One tool I use is SpeedFAN. It monitors Temperature, Voltage and fan sensors. It also features trigger events. For instance you can set up an event that raises an audible alarm once the CPU temp reaches 70ºC. The application looks a bit raw and is a bit technical in some places, but the basic functionality is not hard to understand and use. Latest version can be downloaded here: http://www.almico.com/spe

7 Replies 8,609 Views

I think it is a cool idea, but hardly workable. Unless the AI code is opened (exposing all the evaluation routines) and fully documented (I highly doubt opening the source code will happen) Still the current implementation is enough to add flavour (altering priorities). The following code fragments are from the FactionDefs file [code="xml"] &

3 Replies 4,587 Views

[quote]Spreadsheet-like views for managing colonies, starbases, ships and such. Sort of a combination of what was in GC2 & MOO2. In my last map, I had 175+ planets, 200+ starbases and countless numbers of ships. The side-bar is useful for monitoring & such, but isn't a robust management tool. Double ++ for this. Heck, Triple +++ for this. Yes, the side bar is very handy. But having a separate (hopefully sortable) screen ala GC II is sorely nee

4 Replies 5,774 Views

Sorry for hjacking the thread, but I already submitted this issue a long time ago (alpha versions, ticket ID: QKG-895-56277) and the problem still persists in the latest beta. It's related to having a non-english symbol/character in the user's profile path. Log Fragment (debug.err) Debug Message: Attempting to allocate memory of size: 53477376 bytes <s

8 Replies 6,301 Views

On cx101 I wonder if when you reach a level, the previous one gets locked, or if you can continue to select more perks from previous tiers. One thing I noticed on A1 was that even if I selected a particular ideology, I got through events points for another one... Does that mean that I can be both Benevolent and Evil??? Maybe some perks could block Access to perks from another ideology (even better, block Access to different perks from the same ideology, so

63 Replies 5,852 Views

Related bug, a wrong tooltip is shown when a specilization is being selected or researched. For instance if the tech is "mass drivers" and a specialization is selected, the tooltip shown is from "armor"

1 Replies 1,626 Views

A couple of things to make space "less empty" Military outposts: a more limited version of a military base, usable on "class-0" planets. Grants sensors area, combat sensors (bonus defensive/offensive) over an area research stations: grants a small amound of research, sensor area, usable on "class-0" planets Mine field: left from earlier times, causes damage to passing ships. Invisible, discovered to the player if a ship triggers a min

6 Replies 27,024 Views

[quote who="Illauna" reply="6" id="3411660"] I want to be able to crew my ships from a pool of officers. These officers would be able to level and with enough experience can become leaders to allow creation of an officer barracks or something. Or you can have all of them on one ship like the enterprise and kick some major booty. Captain - Tactical - Engineer Security - Haha not sure what combat will look like but if boarding

73 Replies 269,147 Views

The only thing I'd change is the effect of starbases regarding range. Starbase range extension should consider distance to the planet (or planets) that supply the base, so if you put your base at the limit of your range, you will be penalized (i.e.: reduce effect, increase maintenance cost). After all, supplying that base will be extremely difficult (akin of getting a constructor there for an upgrade) Also starbases should have a more limited range extension than

19 Replies 39,054 Views

I really hate the spy spam event. Considering that at times I have to deal with 50+ agents, the cost of getting rid of them is too large to handle. I'm also not fond of the Jagged Alliance event. Sometimes I got lucky and retain core planets, but most times I lose too many core/strategic planets that really mess up the game (plus getting all my tech lead wiped out is not fun specially late game) New events: Industrial Accident: Causes a random planet to lose half o

59 Replies 197,287 Views

Wating 108 turns for "Victory", yeah a bit boring. However spending 20 turns just to find/steal/whatever something could hamper beyond recovery a game. I'm all in for a bit of luck as a factor, but clearly luck here can overwealm good strategy and planning. But, I think the same can be achieved by giving alternate paths to finish a research, so instead of "Tech A + Tech B allows researching Tech C", the game can give you alternative research paths for cer

2 Replies 12,345 Views

The UP mechanism needs to be upgraded. I'm sick of getting late game "change to X government" or "Constructor base speed" laws or laws that can be manipulated by the leading player to further its dominance. I find hard to understand why we get to vote on laws that affect nothing meaningful when there are massive wars everywhere or "galactic plagues" killing everyone(laws like "limit anomaly exploration") or simply getting stopped to perform something because t

1 Replies 14,024 Views