It's a programming thing: events like that are triggered by moving onto the same space as the base to be upgraded, not being on the same space - the game only checks for that while the ship is moving, it doesn't check when it's sitting still. I've had the same thing happen in GC2 to survey vessels - a wormhole dumps them directly on another anomaly, but they don't pick it up until they move off and run back into it.
WIllythemailboy
It's probably not exactly what you're looking for, but the topic post here gives some idea: https://forums.galciv3.com/452669/page/1/#3451908
[quote who="logan0178" reply="3" id="3458940"]Previously each planet was an indestructible shipyard unless you defeat it in an invasion which prevented someone from being camped and make it possible to make a comeback. [/quote] I've camped plenty of AI opponents exactly like that in GC2. One fleet per area, with enough speed and firepower to hit most/all the planets in the area in the same turn. The difference here is that someone could make a fast constructor, sprint for
I really doubt no one read it. I remember seeing it, or one very similar reporting the same problem. Often this sort of thing is either a known issue, or is read without a developer posting to confirm they read it. All bug reports, comments, etc. are supposed to be in the Early Access Feedback board. https://forums.galciv3.com/forum/1073 Don't be surprised if Kryo or someone wanders past and moves this to where it belongs.
Minor quibble on a misspelling: Bread B o sket
[quote who="ctiberius" reply="10" id="3457464"] Quoting Publius of NV, reply 3 In GC2, when colonizing a new planet, it was often better to first build the "obsolete" version of the improvement in order to get its benefit sooner. For example, if you have the choice of getting a 10% improvement in manufacturing in 10 turns, or a 20% improvement in 20 turns, doing the 10 turn improvement first will have your factories working at 110% for the next 10 turns so that your up
[quote who="Chibiabos" reply="3" id="3454078"] Would also be nice, in general, if the next idle ship get auto-selected once you have exhausted the movement points (or Passed) for the currently selected ship.[/quote] That was optional in GC2, and I'd like to keep it that way.
I must be in the minority, because dual building was so hideously inefficient in GC2 I almost never used it - and when I did either the ship or the building was bought, not built. Sometimes both were. Mostly I'd set a 1/39/60 and queue buildings. When I ran out of buildings all the points defaulted to the shipyard; if a new upgrade became available the planet automatically reverted to building that, then shifted back to ships again. Later in the game I'd just go 100% ship
[quote who="Chibiabos" reply="4" id="3454013"] Ranges were quirky in GalCiv 2. When you got the hang of them, you could set certain destinations when your ship/fleet started at the edge of your allowable range, and in certain situations your ship/fleet would fly many turns outside the range of your fleet before turning toward its destination; GC3 seems to be similar in this regard.[/quote] I did this a lot; send a really long range colony ship to an unoccupied cluster of s
[quote who="DodgingRain" reply="2" id="3453999"] Not sure, it doesn't tell me. My ship is still there and theirs isn't. In this day and age there should be some sort of animation or tactical combat screen or something.[/quote] It's in progress. They have something planned that just isn't ready for us to test yet.
[quote who="androshalforc" reply="4" id="3453230"] I would also like to note that the yes and no buttons feel off isint yes/confirm usually on the left ? the fact that it's on the right Has caused me to cancel several times and then wonder why nothing happened[/quote] I haven't noticed an instance of it here yet, but on occasion I'll find things where the yes/no buttons will be flipped in the same game depending on which programmer set up
[quote who="kliebor" reply="5" id="3452916"] Yes perhaps a clickable option on the planet screen to toggle showing full tile bonuses, I would hate them to always be there, I prefer a clean look to the screen, the graphics look nicer this time around and would hate a bunch of floating text breaking the view.[/quote] My suggestion would be a key toggle, then. Set it so holding Shift lights up all the bonuses, but they disappear when you let go. Or just a hotkey toggle, push once t
[quote who="ForesterSOF" reply="5" id="3452465"] Is there a pass hot key?[/quote] Try the space bar, that's what it was in GC2. I still haven't gotten in yet so I can't test that myself.
I think I've finally decided to go with Useless. I really wish I could use the Buckley idea I posted in the naming topic, but that would have to be programmed into the game specifically and not everyone would get the joke anyway.
The game plays Yakety Sax every time you move a ship/fleet due north. Or the graphic for your ship turning into a fish for the next few turns.
[quote who="JdeFalconr" reply="68" id="3451617"] To add my $.02 I was not a fan of how ships moved "vertically" on that hex grid, bouncing back and forth as they move between hexes. I get that it's a necessary consequence of hexes as opposed to squares and perhaps the accelerated gameplay exacerbated the effect. But it made ship movement seem more cartoon-ish, in a childlike way. The only way I can think to negate that would be to program the game to move a ship directly vertically
[quote who="satoru1" reply="3" id="3451593"] Quoting androshalforc, reply 2 im not sure i like the comment on squarish shaped galaxies i mean it makes sense to put it into the mini map but why does the mini map need to be square? from my understanding most galaxies are roughly circular or spiral i could be wrong though wouldn't this mean that the hex shape is a better fit? if you're just making it square because the mini map is square and t
First thing I noticed: they apparently ditched the mobility hit for going through asteroids.
[quote who="Avatar137" reply="130" id="3451230"] Quoting Zydor, reply 123...Think that covers most of main items ..... unless you can think of a few I forgot ....... Might I suggest a catheter or some Depends? Can't waste time on silly things like trips to the bathroom and such.[/quote] Amateur. Real pros move their computer, mini fridge and microwave into the bathroom and play from the gamer's throne. If you're wimpy enough to need it, bring a pillow and
[quote who="wuphonsreach" reply="61" id="3450893"]And if you could automatically shove new planets into existing player categories (bayesian filter?) where newly conquered/settled planets try to find a best-fit in the existing categories, I think you would truly be on to something special in terms of reducing the player's load of managing a large empire.[/quote] I'd prefer a pop up or something instead, personally. Any automated system is likely to screw you over at some point
I thought I remembered Frogboy saying people overwhelmingly played good over anything else. The only difference is that Good players researched Xeno Ethics as soon as possible to stop the events while neutral/evil players delayed XE for as long as possible to milk the bonuses.
[quote who="trumpeter87" reply="158" id="3448770"] I'm not trying to be critical, but right now, in my opinion "benevolent," "pragmatic," and "malevolent" read very much the same as GalCiv II's ethics system [/quote] We don't know anything for certain yet, but it's likely this benevolent-praqmatic-malevolent choice is only one axis on a multi-dimensional scale. There may be several other axes, such as cooperative-(neutral option)-isolationist. How exactly a cooper
[quote who="gilly775" reply="88" id="3448703"] Like SoaSE, are you limited in the number of modules for a starbase?[/quote] In GC2 we were not, but there was an occasional United Planets vote that would limit them. That was such a handicap that people frequently left the UP rather than complying with it. Presumably GC3 will be unlimited as well.
[quote who="Fate" reply="65" id="3448583"] Quoting Galactic_Prophet, reply 59I know Stardock isn't that big of a company and yet you're devoting resources to prototyping SIX games at the same time? To me that makes no sense. Not even the huge "AAA" studios do that. GalCiv has got to be one of your biggest sellers, so it seems like you'd want to throw all your guys at it, knock it out of the park, then use those proceeds to fund your other games. Slow-
[quote who="admiralWillyWilber" reply="16" id="3448523"] I agree Sins did it well. That is my point is that games do this with no problem. Honestly I don't see how this could be a lot of work. You will probably rarely do this. Honestly how often do your ships level up. Mine take awhile.[/quote] Most don't, ever. Most of my ships are built solely to sit under a military starbase array and never see combat at all. The ships that are designed and built for combat ar