[quote who="Theeannon" reply="3" id="3543931"] I also observed that the ai wasnt building anything. And if it built stuff, it doesnt group the same type of buildings to harvest adjecent tile bonuses. I am playing on the most difficult level with the godlike ais and they are still so stupid. Will that be further improved? [/quote] I think that the AI does a decent job on larger planet, before it gets to terraformed the tiles. As a player, I often build up with the space
redviper37
I'm pretty sure I saw Steam download something, twice, yesterday, but my game says 0.95, I have the right splash screen, no beta pop-up, yet everyone is talking about 0.95.3? I see nothing else than 0.95 in the betas opt-in of Steam, how do I know I have the correct version? (I validated the files with Steam, one failed to validate, but it changed nothing). Also, I'm still experiencing the freeze issues during planet invasion.
First of, there's a typo: "Molecular fabricator[b]c[/b]", there's an extra 'c' that does not belong there. Second, both structures have the same graphics and similar bonus to research, manufacturing and population. One is +2 to all, the other +3. Both says "colony unique". Are they the one and the same? One being the improved building? If that is so, then it's a bug that I can build it twice. If not, it's a bug
If I select the specialization tariff stations of trade focus , the description says: "All starbases now give a significant boost to the trade income of colonies with their area of effect" Then it says "Unlock: 10% research". Shouldn't it be 10% trade income?
[quote]Fixed a bug in the starbase screen and pre-invasion screen did not display properly when bloom option was turned off. (running the low performance settings)[/quote] I don't think that solves all planetary invasion freeze... (see #HLP-566-14678).
If you look at support ticket #HLP-566-14678, about planet invasion freeze, my first file there is a saved game from that game. I can not be more specific, I can't seem to be able to re-download the file I uploaded. If I find a way to get back my saves, I'll create another support ticket. I got one, support ticket #MJP-943-35283. Few,
unfortunately, I deleted all my saves after installing 6.1 and I forgot to keep a zipped copy. I'll try to recuperate them with Recuva, but I don't have much hope.
Iconian tech tree, at least. Saved game, go into research to see. https://www.dropbox.com/s/1b6wu1uspdhs5gd/missing%20graphic%20.95.GC3Sav?dl=0
[quote who="Frogboy" reply="25" id="3543298"] It appears Jesse (coder) has found the issue. We should be able to put up a new file tomorrow that will fix it. [/quote] great work :)
[quote]Game now restores your tax slider positions when coming out of debt mode. [/quote] not working yet. See there (update to come): https://forums.galciv3.com/464320/page/1/
As the title says. I upgraded my ships to go bankrupt, than waited 'til I got back in the green, pressed turn once more, but still nothing changed, my sliders were 100% economy. EDIT: beta 6.1, and I'll fetch a save tomorrow morning.
I'm not far enough in my game to test with a new shipyard, but with my starting one here is how it goes: As I expand, I do not colonize the planet immediatly next to my home world (same solar system). As I colonize new worlds, I add them as sponsors to my shipyard until there 5/5. Then I colonize that small planet right next to my homeworld and it is automatically added as a sponsor of my starting shipyard, so I get 6/5 sponsors.
[quote who="c0der" reply="18" id="3543271"] Can you please post your prefs.ini file? (This file is located in /Documents/My Games/GalCiv3) This file will allow me to test with your exact settings, which may help reproduce the problem here. Thank you. [/quote] 1- the file is there. 2- Link to Prefs.ini: https://www.dropbox.com/s/858fsjezxxidl08/Prefs.ini?dl=0 <
[quote who="c0der" reply="11" id="3543243"] I have a suggestion that may help. Please try deleting (or moving to a backup folder) the Atlas.dxatlas file in your /Galactic Civilizations III/Screens/Atlas folder. Then restart the game. If this still does not help, please send us your debug.err file. Thanks. [/quote] My bug is slightly different. Since beta 6.1 (.95), I can no longer see the i
Still there in beta 6.1.
[quote who="ClanCeallach" reply="1" id="3543061"] Also the sound affect drop out after a while. The music continues but space battles are silent and there are no sounds when clicking buttons or building on tiles. [/quote] and it comes back on its own after a few turns, I've noticed.
No, I have never noticed that. I might have missed it though.
Mispelled tech: Easley Dstracted should be Easily Distracted
Ship beam support has a mispel in its description in shipyard building: [...]and Shilled Systems, should be [...]and Shield Systems,
Really? I'd say the AI is a lot better than with beta 5 at that, but while it is lacking, it is building.
Not a bug, a mistake on my part. sorry.
The last mining tech lets you specialize on resource extraction. It gives an extraction bonus specific to what you are mining. It should provide bonus to either: - Antimatter - Durantium - Elerium However, antimatter will always show up, even if not present. So I can have an antimatter extraction module that generates no bonus because it's sitting on a elerium and durantium mine.
I knew I was forgetting something to report. It never appears. I have it, but I'm being shown tidal and biological warfare, never information, even if my likelyhood of success is 1 or 37 or 94. Most likely a bug, imho.
Quite often in a game I conquer an AI developped planet that has specific tiles, like bonus to population, bonus to economy, etc, being misused. It may be that the AI was desperate and had to use these tiles for something else, or it may be that the AI is ignoring the tile's bonus. For example, a market center built on an influence tile. A research center built on a economy tile. Little stuff like that annoys me. I like efficiency, the AI doe
It certainly does not work right away in beta 6. Haven't reached that far with 5.3, so I don't know. If you have a constructor in hand, send it to a starbase, you get the exact same number of construction points as before. If you build a new constructor of the same model you had, you get the exact same number of construction points as before. Once you get new techs and a new constructor model... than I think it works. O