I have seen signs of this problem for about 2 years but never followed up to see what was going on. While playing the game Friday, I saw the Terran Alliance with a red color for its area of influence, starbase and name. The correct color for Terran Alliance is blue, so why was everything red? I decided it was time to fin
Old-Spider
I was surprised you reported this. I always had a problem like this earlier, so I did some experimenting and finally made a mod that changed some parameters that fixed this. Stardock updated the game to use these new parameters and eliminate the problem. I then noticed that you are using 5 AI (and 6 total, I guess) in a gigantic galaxy. I mostly use a gigantic galaxy, but I always use the recommended number of races, which is me plus 15 AI. The work I did was u
My experience is that the AI know some things they shouldn't know, such as the locations of things that can be mined/researched by starbases and the locations of colonized planets that they can send freighters to. I have seen plenty of evidence that they have no idea where uncolonized planets are. I have used Mercenary ships with a large sensor range to explore whenever I can get them. Many times I have seen an AI colony ship that seems to be going to colonize a planet tha
I just checked, and they are fixed. Thanks. [e classic]:congrat:[/e]
I think one of the updates also included information that synthetics could colonize toxic worlds, which they could when I played as synthetic. When the Korath were added to the game with the ability to create toxic worlds with spore ships, synthetics lost the ability to colonize toxic worlds, but it was not mentioned in the change notes. They should not be able to colonize corrosive worlds because they will corrode without proper tech. Here is some information about sett
Go to Documents\My Games\GC3Crusade and find the prefs.ini file. Open it with Notepad or some other text editor. Search for player0 . This will get you to the information about the races in the current game. The information for the first several races is ordered differently than the information for the later races. Here are two examples from my current prefs.ini. Some of the First 16 race
I found it in StarbaseModuleDefs.xml in the base game. The same file in Crusade does not have it, so you will not have it. It is also poorly named. It can't study an Ascension Gate because the gate is built on a planet, and starbases can't study anything on a planet. Also, when you build an Ascension Gate you win a Research Victory and the game ends. The game has always confused Ascension Gates and Ascension Crystals. Ascension Crystals are in space and
This has been reported by me and many others for several months. Other places needing scroll bars have been reported in the past, and they have all been fixed eventually. This one will probably be fixed in the next few months.
I haven't looked at your save, but there is an event called "Abandoned Device" in the Starting Events which gives a class 8 planet with 5 population. The planet can only support 3 population, so the excess will die off at 0.1 per turn. Perhaps that planet came from the event, and you found it before the die-off was complete. Also, the AI may have decided to move an excess colony ship with 1 population there. It would raise the population from the normal 3 to 4.
This has been around for a long time. I reported it 2 years and 3 months ago. It happens when you send a ship a long distance, and it meets a new race which causes a conversation box to appear. The info box in the lower-left stops updating. It also happens if any type of conversation box or info box appears while the ship is moving. It also happens when you attack something. The attack move is not counted. I think that's what you did here. Y
You missed one. [quote]If you can, leapfrog Battery towers forwards and try to fight near them. You may have to lure enemies into engage you in the buff range. [/quote]
I don't think there is any need for you to provide a save. The devs can verify the problem by starting a game and using the console to force the event to occur. The solution is in the link in Reply #3. If you want a fix, you can check this post about two mods I made. One fixes the population change problem, and the other fixes the population change problem along with the problems synthetics have with some events.
Some events don't change population correctly when they occur. You can read the details here . As I mentioned in that post I made a mod that fixes the problems. I didn't mention that I also made a mod that fixes problems that occur with some events when playing as a synthetic race. These problems include events that change morale, growth or food. Those are all meaningless to Synthetics, so I adjusted them. Th
Here's something that might work. Go into Documents\My Games\GC3Crusade and find the file Prefs.ini. Rename it to something else, like PrefsOFF.ini. Start a new game and see if the problems still exits. The game reads Prefs.ini when it starts. If one doesn't exist it will create a new one with all the default values. Sometimes some strange values get into Prefs.ini and doing this will eliminate them and the problems they cause. Also, the UI Size
The Kinetic Accelerator makes no sense. It upgrades from itself. The "for" tips are for the Battery Tower and the "against" tips are for the Kinetic Accelerator. The tips for the Battery tower includes information about the Kinetic Accelerator and Battery Tower. There is no Battery Tower listed. Has information about two units accidentally been combined into one? Also, some of the information about other units seems to be awkwardly written and could u
I got your save and loaded it into GalCiv3 on my computer. There was nothing wrong with the build queue. It was where it is supposed to be. I guess the problem isn't stored in the save.
Several events that are supposed to change population are broken for everyone. You can read about it here .
[quote]Fixed a problem with colonization events that aren't imagined yet. [/quote] What does this mean?
[quote] The planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed. Improvements to the planetary material system that allows for greater detail and color. Continent shorelines blend better with the water. [/quote] I've started several games as different races to see how things looked. I haven't seen any
[quote who="Horemvore" reply="1" id="3762089"] You can normalize this by making that event grant a class 2 planet. It is how I fixed it. [/quote] I never thought of that. I changed my mod and used the console to run the event 15 times. There was never a problem with the planets it gave. Thanks for the advice.
The Mysterious Outpost event spawns a class 1 planet that sometimes has 2 tiles. Despite having two tiles, it is still labeled as a class 1 planet. I think this is caused by the order used to generate what is on the planet. Sometimes the generated planet has only one tile with a planet feature on it along with the planet capital. This really shouldn't happen, because the planet feature is wasted. Sometimes the generated planet is class 1 but has 2 tiles
The function is used by two events and one planetary improvement to spawn a planet near the race triggering it. It has two parameters, one for the population on the planet and one for the class of the planet. The function does not use the population parameter correctly. If the parameter is zero, the population is zero. If the parameter is any non-zero number, positive or negative, the population is always 5. This is why the Mysterious Outpost event spawns a
I'm looking forward to this. I have a lot mods I made for myself that I would like to make available to other players. Maybe some will find some of my mods useful. I think all current methods of making them available are too much of a nuisance. When this is done the Flavor Text Manager should be discontinued, especially since it doesn't work anyway. I have a large flavor text "mod" uploaded to it, but I have never seen any evidence it shows up in the game. 
I found a small problem with this: [quote]When a planet gets colonized or a shipyard gets made and it sees if there is a shipyard nearby that would be in the green zone (no penalty), planet automatically becomes a sponsor. [/quote] It works perfectly under normal conditions. I found a star system with 3 planets to colonize. I managed to colonize all 3 before the shipyard was built. When it was built, all 3 were automatically connected to it. Before th
You have to enable cheats by entering cheat in the Launch Options. You just need those 5 letters, nothing else. After you do that and start a game, you can activate the console by using the "~" key. When you're in the console, you can enter help to get a list of all commands. One such command is fowtrans . To find out more about it you need to enter help fowtrans . Using help with other com