The toggle ability is included in the new patch! Nice...I can start playing again. [e digicons]:beer:[/e]
PogueMahone1973
[quote who="pshaw" reply="27" id="3690217"] We've discussed allowing you to toggle between the two as well as allowing you to set your own start date. [/quote] Discussed and gave the idea a big old thumbs up I hope! That would be great.
[quote who="Seafireliv" reply="19" id="3687855"] I think it`s about the life span of the average Human Being. Seems like months is a reasonable time frame. Weeks does seem way too short, even with the Tech. 5 years is way too long, at that rate you`d be changing generations in just a few turns which would make long term planning unrealistic since policy and politics would be constantly changing. People would be dropping dead after 17 turns. When we`re talking
[quote who="admiralWillyWilber" reply="13" id="3687686"] You know if we went back a few hundred years things went a lot slower. If we move forward things are going to go a lot faster civilization takes this into by starting out with a lot longer than 1 year turns. It baffles me why you wouldnt want galactic civilizations to take this into account. I just hover over a counter i never use for anything else. I dont understand why that bothers you. [/quote] If we
Has this been fixed with the latest updates?
[quote who="mrblondini" reply="8" id="3684270"] Well, for me, if you're making it years then Stardock would have to make so many things 1 Turn events. It seems reasonable that building a ship when you've got to real manufacturing infrastructure would take 8 weeks (ie on your Home Planet you're building your first Colony Ship) given the population number you start with. [/quote] Perhaps. This is why some games of this scale just use turn numbers. The
[quote who="Franco fx" reply="6" id="3679291"] Hard for me to understand why they chose weeks as the time unit. Months would be more reflective of real time. [/quote] Years would be best but months I suppose I could live with. Is there any solution to this yet?
It's amazing all the ways you can mod this game but apparently you can't mod the game to display the turn count alongside or instead of the game date.
I hate the week long turn durations. They totally wreck the epic scope of the game for me. I'd like to mod it out and replace it with a generic turn count, or change a turn to a year instead of a week. Either would be fine. I was told this could be altered in the GalCiv3GlobalDefs.xml file but I have not found a way to do it. I can alter the starting game year but not increase the turn duration or replace the year with a turn count as far as I can see. Can anyone point me in the right di
Does anyone have a way to fix this?
I like being able to buy enemy colonizers when they are approaching high quality planets in an area I have claimed as my own. I could see making it a bit more expensive though. [e classic];)[/e]
[quote who="Franco fx" reply="4" id="3528318"] As for the colonization and invasion numbers, they are ridiculous. You can explain anything with science fiction, but it is hard for me to envision any technology that would permit these numbers by 2400 AD. At the very least it should be tied to some super-tech to allow moving that many people. I seem to remember in some game and I thought it was GCI that the first X number of turns were more than 1 week. They started at X years p
Perhaps the amount of points you gain could be scaled to match the map size and colonizable planet frequency? Each map could have the same amount of available points that are distributed according to the individual map settings.
Ahh that's a kick in the teeth I just bought the game on Sunday. [e digicons]>_>[/e]
I don't see how it would be all that time consuming to have the player choose a colony capital location as their first act when they enter the colony screen after colonization. When you first colonize a planet, you are taken to the planet screen anyway so you can start placing your structures. The capital would just be the first structure you placed. This would allow for optimal capital placement both for players who prefer isolated capitals or who prefer capitals with maximum adjac