Brad has stated that he wants to try and port gc3 to Vulkan when it comes out. For those that don't know, Vulkan is the new API from Khronos, the organisation behind OpenGL, and it will be very similar to dx12 except that instead of being limited to win10, it will be available for win7, win8, win10, linux android. It is expected to be available later this year.
ed4053
As far as the core number goes, you should remember that current AMD architecture makes use of modules and "simplified cores". It means that your 8 cores processor is in fact a 4 modules processor. Each module has 2 cores but some functionalities are shared for these cores mostly some cache and more importantly I think for games, the FPU (floating point processing unit) is part of the module not the cores. So even though you have 8 cores, you only have 4 fpus and as it
now that you have identified the problem, create a ticket like redviper wrote, give them the save and everything you found out as the cause of the problems, it will make it easy for them to reproduce, identify and correct the bug.
I don't build manufacturing at all on my research planets. At first I put the wheel on 100% manuf. I usually buid a hospital as soon as possible, I save a couple spots for farms and approval and all the rest is labs. Then when I have already built a few buildings I might start to put some research back but I try to make sure that it doesn't take more than 3 turns per building (i.e. I keep at least 10 manuf point for the first level of buildings) I always fill u
Look in ContinentDefs.xml There are a lot of definitions for continent chunks like: Generic_1x1_12 1 1 Planet_Continent_Land_1x1_012_Merged.dds
I tried them. LL3 CTD while loading but I was able to load and play LL2 up to turn 101 (doing random actions every turns) without a problem. After that I just stoped. So the problem may come from the specific actions you took in the turn after LL2.
I think this affects the production malus only. The text is green when you can add population to a ship from that planet and that is not affected, it is always 6 tiles max
[quote who="ShoGuL" reply="3" id="3554370"] If I recall correctly, the exponential function breaks even' at 20 pop = 20 raw production, [/quote] No the formula is (pop^0.7)*2 5pop = 6.1 prod 10pop = 10 prod is when it breaks event 20pop = 16.2 prod 30pop = 21.6 prod
Gimp ( http://www.gimp.org/ ) is good but a bit heavy/complex. Paint.Net ( http://www.getpaint.net/index.html ) is light and easy to use if you only want to do simple things.
[quote who="BuckGodot" reply="10" id="3553541"] (I've found doing "colonize all" at startup on a 1500 map to be a....bad idea). [e digicons]:P[/e] [/quote] Hehe yes same here, but still you have time to see the number of planets before the crash :)
I just did a bit of testing with the I generated 5 large maps, scattered with A/A/A/A, 1 opponent no minor races, with default base of 150 I got 125/126/142/121/121 planets. with a modded base of 75 I got: 57/76/65/72/74 planets.
from the little testing I have done: X -this determine the size of the map. I tested it with tiny and small maps and every time the side of the map hexagon is X+1 tiles long. 356 I am less sure of this but I believe this is the base number used to calculate the number of things ( at least planets) on the map. In MapSetupDefs.xml you have the defini
I would suggest Notepad++: https://notepad-plus-plus.org/ There is an xml plugin for it that includes syntax check and validation (both can be done automatically too) here: http://sourceforge.net/projects/npp-plugins/files/XML%20Tools/
You should change your twitch settings to make sure you save your streams to vod so that we can watch it even if we can't be there live..
[quote who="FlashXAron" reply="4" id="3549447"] ... the one you are building with the ingame editor, couldn't be used in MP ... does anyone know, where to copy them to use them in MP ? [/quote] Custom races, mods and dlc have been disabled for MP temporarily for stability reasons. They'll get back in in a later patch.
Turn VSync on in the graphics options.
Doh I didn't see the faq .. sry. Thanks for the answer though. :)
Hey all, Do we know if the 64b Engine used on Galciv3 is the Nitrous Engine from Oxide since Brad is a founding member of that company ?