Opa-Opa and Schism I downloaded a usable save using the second link. I loaded it into GalCiv3 and followed the steps listed in the OP. I also got the stuck turn. The devs should be able to use this save to find the problem.
Old-Spider
Interesting. I guess this explains the posts Brad made in the past few months about this type of cloud computing. I'll try to have patience while waiting for more details later this year. [quote]Stardock has 3 titles in various stages of development that make use of Cider Cloud. [/quote] These are my guesses: Ashes Escalation 3.0 GalCiv 4 Star Control - whatever the extra name is I'm not guessing Sins 2 because that is an Ironclad gam
I started a new game with this version and tested the current change. I think the movement of ships near hyperlanes is just about perfect. Every path they took seemed to be the best one. They entered and exited hyperlanes to take the least number of moves. All my complaints in Replies #4 and #6 no longer exist. I think the problem is fixed. Thanks very much.
[quote who="GalCivius" reply="2" id="3750471"] Thanks for the swift answer [e digicons]:)[/e] [/quote] I edited my reply with more information.
Silicon-based races originally used Durantium, but it was changed to Promethion. The information about Durantium was never updated. Only Promethion is needed to build cities. You do need cities to increase the population limit for planets, but you don't need food, just Promethion. You should destroy arable land and use the tiles for something better. If you take over a planet full of farms, you should also destroy those farms. Also, if you get any event t
I think I have found what is causing the problem with hyperlanes. This is using this hot fix without the mod that changed . I have a ship at one end of a hyperlane. The pathfinding thinks the ship can travel 20 hyperlane tiles in one move. This is early in the game when I only have +100% movement in the hyperlanes, which means any ship can only move 2 hyperlane tiles in one move. The pathfinding is wrong by a factor of 10
[quote]Improved Hyperlane pathfinding on larger maps. [/quote] While ships now do a better job of using hyperlanes, the pathfinding has gone too far in the other direction. Ships now prefer to take a path that uses the most tiles with hyperlanes instead of the most efficient path. Here is a screenshot showing this. </p
I can improve the culture ring of my culture starbase. It's the only thing keeping one of my planets from flipping to my neighbor. This is a new game with the 3.7 release version. I have all the expansions and DLC, if that makes a difference. Also, I am playing as the Arceans, if that makes a difference. I am not using an
As I mentioned, this is from a game with the 3.7 opt-in from 4-26. While there is some improvement in ships actually following the indicated path, it seems to be mostly for paths where the destination is closer to the origin. If the destination is too far from the origin, ships will ignore the calculated path and take a straight path until they can't. I am trying to show what seems to be the problem. It seems like there is a section of the code that calculates the pa
When a ship is moving in the galaxy, it has a start point and an end point (obviously). No matter where these two points are, it is possible to draw a straight line from the start point to the end point. This line will ignore all impassible objects and all areas that cost more or less movement points than the basic 1 per tile. When the game uses the code that calculates the path the ship needs to follow to get from the start to the end, the code takes into consideration
While checking this out in a game, I noticed something that is visible in the screen shot in Reply #3. The dead planets with the light border are all in the inner ring around the star, and those with the heavy border are all in the other rings around the star. I can't think of any reason why they should be different, but they are. Maybe that is a clue to what is causing the problem.
I'm having problems getting flavor text to appear in the game when using the flavor text editor and Steam workshop. When GalCiv3 was first released I made a mod and began editing the flavor text to add more conversations, to add more types of conversations and to fix problems in the flavor text. I have doing it since then without a problem and have added a lot to the available flavor text when I'm using my mod. Now that the flavor text editor exists and flavor text
You are editing the wrong file. You need to use the one in Galactic Civilizations III\DLC\EXP2_Crusade\Game
The change log for Retribution indicates that the galaxy sizes have been increased. No other information is given. In the section for Crusade, new map sizes for the four smallest galaxies are listed. There is no indication if they are the same as those in Retribution. I have played on Huge and Immense galaxies in Retribution, and they seemed to be substantially larger than in Intrigue. I decided to check the MapSizeDefs.xml file in Retribution to see the act
The problem is that the older mod doesn't include the colors for the Drath and Korath, so they are all black. You should probably transfer your changes to the new mod.
The version of the mod you have doesn't work right with Retribution. You can get the correct version here . Just delete the version you have and use the new one.
There is now an opt-in that fixes mods not working.
[quote who="EMH2006" reply="7" id="3741550"] Will elite founders receive this expansion ? (Then again I definitively got my moneys worth of being a founder and happy with my Galciv3 purchase just curious if this is the case or not.) [/quote] Elite founders get it. I already have.
And when they know that you're the one that's beaten, there is no way to beg, bribe or anything else to get them to make peace with you. They will just grind you into nothing, so don't get into that situation.
The update to 3.5, with and without Retribution, has completely broken mods. There is no way for you to get them working. Stardock is working on it.
I started using comments soon after I first began modding because I couldn't always remember what the original values were and why I made the changes that I made. They have been very helpful to me. I soon realized that if I ever released a mod to the public, the comments could be helpful to anyone using it. I still use comments mainly for my own benefit. [e digicons]:grin:[/e]
[quote]Probably my favorite is the Precursor Relic Understanding tech. It gives an early (but significant) boost to precursor relics that are scattered across the galaxy. [/quote] Unless something has changed in Retribution, the tool tip is wrong. Ascension gates are built on planets as part of a Research Victory. Starbas
[e digicons]:rofl:[/e] I'm not laughing at you. I'm laughing with you. [e digicons]:grin:[/e]
I'm glad you got it working. I agree it's not the best, but it is a lot better than the default setting, at least for me.
That's the right place. Did you enable mods? Try loading an older save where you've exposed a lot of the galaxy. Are you using any other mods?