ManiiNames

ManiiNames

Joined Last seen Member # 2406907
41 Posts 296 Replies 3,012 Reputation

Frankly I liked the GC3 tradeoffs for weapon types. Longer range missles, less accurate mass drivers etc. I thought that was pretty neat, would like to see it come back.

26 Replies 109,645 Views

Q: I am wondering about when it is better to convert a world to 'Core' status, even if it has little to no support, vs keeping it as a Colony. What are people's thoughts on this? Reasons Pro/Con: Pro: Core world population can grow, allowing you to expand. Con: Converting a Core world that has little to no support will generate very little manufacturing capacity, research, money etc. May even be a money pit due to maintenance.</li

2 Replies 8,503 Views

Solved: How these ships heal the fleet was non-obvious to me. Once how the healing effect is triggered was pointed out to me I was able to continue. Issue: The 'Promethion' set of Commander Ships all have the trait 'Fully heals the fleet.' If a fleet containing one of these ships suffers damage, the damage only heals at the standard 1hp / turn rate. Steps to Duplicate: Create a new race with 'Promethion' Commander ships Start a

2 Replies 4,084 Views

Q: Does the Civilization trait 'Engineering' actually work? It is supposed to decrease decay by 50% but a quickie test shows it does not. Steps to Duplicate: Create a new game with any race that has an additional small world in their home system (I used Arceans). Colonize the small world (Hammer in this case). Check the decay, it was listed at 4% in the colony tooltip. Checking the core world planetary input math also shows 4%.

2 Replies 5,476 Views

Given my desire to have the most recent code available, right now should I be using one of the beta versions, or opt out? Since the beta version appears to be v3.6 and the master branch also appears to be 3.6 it is hard for me to tell if there is a difference.

2 Replies 8,161 Views

[quote who="lyssailcor" reply="8" id="3745946"] And just to remind you [e digicons]:)[/e] : Make standard govern setting for new and conquered planets "Auto-Upgrade Improvements" *AND* "Do not upgrade until planet is full". [/quote] +1

26 Replies 70,421 Views

Here’s another one. Request: Allow community to submit pull requests against your codebase. - For certain Stardock is using some form of version control software, be it git or bitbucket or whatever. It would be very nice if we could submit PRs against that VCS to fix typos and other small issues. Here’s some examples. https://forums.galciv3.com/494122/

26 Replies 70,421 Views

Going to add some more to this thread. Request: Allow us to type over the suggested text instead of being forced to manually delete it. - I tend to rename things. Planets, star systems, ship designs, starbases. When doing so, in some cases I can select the field and just start typing, the suggested text will disappear and be replaced by my new text. In other cases I have to click at the end of the suggested text string and then hold down the delete key

26 Replies 70,421 Views

A1: Mining star bases are used to extract resources from the special nodes you can see floating in space. You then spend these accumulated resources to build special buildings, improvements, and ship components. You can also trade them, but I don’t recommend it most of the time as other nations don’t offer you enough in return. I do buy from others when I am desperate. The engineering tech page has a path which will allow you to slowly upgrade your mi

6 Replies 28,252 Views

Personally I think going negative on tourism is valid. Your race got two points to spend on other traits by assuming this would never hurt you. However it is being changed, so the penalty will end up being extremely minor.

6 Replies 36,505 Views