I also just ran into this bug, playing a Huge map w/ against all core game factions and my one custom faction. Turn 236 hangs on wait although my hang is forever. Created ticket once again on this issue. Yet another game that I am not able to finish... [e digicons]#:([/e] #ORR-293-44631
Seilore
[quote who="Grintch11" reply="7" id="3649417"] That's not what the in game popup says. It says both parties get a 25% benefit. [/quote] I know which made it very confusing early on. We've complained about it since launch but, they look at this as a minor bug so at this point it may or may not ever be re-clarified in the pop-up.
[quote who="erischild" reply="1" id="3649156"] They don't need to be the same Ideology. At least, it doesn't complain if you assign teams across ideologies. I haven't seen them attack each other. I haven't seen them particularly support each other, either. In an MP game, being in a team means you get to see each other's map and you can do diplomacy any time, not much more. [/quote] Along w/ what erischild stated, they do, however, when on team
[quote who="Al_Kesselring1" reply="5" id="3648201"] The only problem that seems to happen is that every time Stardock updates to their latest and greatest version, we have to start a new multi-player game due to incompatibilities crashes................... Luckily, when 1.82 came out, we were going to start a new ga [/quote] Well another player and I normally play Sunday and Tuesday evenings starting between 8-9 PM CST... If you two ever wanted to attempt to play
[quote who="Al_Kesselring1" reply="3" id="3648188"] What's the latest on the number of maximum multiplayer's you can have playing Galactic Civilizations III now that we're on version 1.82? Max number players limit = ?????? Max number players without it becoming a croissant (flakey) = ??????? [/quote] Multiplayer limit to human players is still at 4 (however, haven't attempted to play w/ more than 2 lately) Multiplayer
[quote who="DreadDendy" reply="4" id="3648008"] I had noticed other funny thing. Any ship (with acceptable hull) can be upgraded to the design with One-Per-Faction component if there are no ships of this design. [/quote] Couldn't do this w/ my current game. I attempted to upgrade my ship to a core ship and then upgrade it back to the One-Per-Faction Component ship and wouldn't give me the option to upgrade it to that ship and in ship yards still can't build
[quote who="Syrkres" reply="1" id="3648013"] Ok in watching memory, GC3 is eating all my 16gb and have massive hard faults. I have a spare 16GB sitting in another computer I will try and swap in later today to see if that fixes it. What system memory sets are others using for the larger maps? Does anyone use a SSD for windows swapping? [/quote] I would create a support ticket w/ the support tool, including the saved game where you are having this issue. I ru
[quote who="General Pants" reply="11" id="3648025"] So, why did I just pay $5 for the Korx and the Drath when I can't immediately play as either the Korx or the Drath? Or the Xendar or the Haven? [/quote] I also was disappointed with not getting the playable faction of Korx and Drath. Didn't really notice the Xendar or Haven. I would like to see each of these factions become available as their own DLC w/ unique ships and special abilities. Tru
So I like this expansion that awards players with these stronger one per faction components. Yes, I can create one strong ship excellent. Oh no I just developed a new engine and forgot to put it on that ship. No problem I'll just upgrade it. Oh I can't as it seems that not only can this only be placed on one ship, I am unable to retrofit said ship with other new technology? So why is this? I understand the one component per faction, however, you sho
[quote who="Frogboy" reply="4" id="3647400"] Heh. Yep. Remember way back when that people were trying to say the $99 Lifetime founder edition was a bad deal? [/quote] Never once did I say that, I think it's awesome Stardock offers packages like this. Purchase the full game in advance believe and trust a company. This shuts down the argument of companies nickel and dimeing their customers w/ DLC as we all had the option to purchase it up front. &n
Sorry couldn't locate a lot of information about this DLC, So if I'm understanding correctly I think it has the following items? Extra ship parts from factions from the Korx, Drath, and the Altarians from Galactic Civilizations II. No New factions to play with just, able to play against them in a new campaign. New 3 level campaign where the Terran's will ally with the Altarians and battle the Korx and Drath. I'm sure I'll
[quote who="aerez4546" reply="14" id="3646788"] I just ran into this bug also. I watched a battle with 4 of my ships against an enemy that also had 4 ships. In the combat viewer, I only lost 1 ship during the battle. When the combat viewer ended and went back to the galaxy view, it had all of my ships destroyed and the enemy with 1 ship left as the victor. COMPLETELY different results from what I watched in the combat viewer. [/quote] Exactly what I s
[quote who="ThorHammerz" reply="1" id="3646752"] Is it +5%? If so, then you will not notice any bonuses for ships possessing a base (e.g. before applying % modifiers) missile weapon value of [/quote] If that's the case than there needs to be a percent symbol added to that description.
As I was playing I got a reward which gave me 3 choices. Benevolent +25 plus some bonus Pragmatic +25 some ship componant Malevolent +25 plus +5 missel weapons all ships I chose Malevolent however, no ships have any missels say one. and that one didn't get any extra. Have created new ships and none of them have any bonus what does this do? It appears not to be working.
The main thing that I'm seeing that I'm also slow to incorporate into my game is unlike GalCiv II where cap was at 22 mil (ruffly) per planet even w/ many farms and entertainment buildings although different things may allow to get a little more there is no hard cap that I've run into in GalCiv III. So playing GalCivIII similar to GalCiv II puts you behind mid game because of this. I was stuck only using 2 or so farms per planet and you need more in GalCiv III.
[quote who="erischild" reply="11" id="3646584"] By the end of the game, I will own all of the Autocarpus Viriles in the Galaxy, either by purchase or conquest, but that is only one of my obsessions. [/quote] Mine too... I like Helois Ore's personally bigger ships :)
[quote who="Horemvore" reply="3" id="3646498"] Quoting Seilore, reply 2 As far as Interstellar travel w/ the Torians having a different life support system so they adapt it a different way. It's still called Interstellar Travel and, is located in the exact same part of the tech tree and the cost is the same as other te
[quote who="zuPloed" reply="1" id="3646472"] Yes Torian has similar techs, but the techs are different. Xeno commerce: Torians get healing waters instead of entertainment centers. Healing waters give a little more approval (I believe) and give adjacencies to every type of improvement. Interstellar travel: Torians have different life support systems. One systems gives more range than the standard ones, but also has more mass. (their colony module also is a range extension)
Has anyone else noticed this? I was playing with another player versus 9 AI in a multiplayer game. (Tech trading on/brokering off.) I was playing with customer faction using the Torrian tech tree, he was using something based off the Terran or Thalan tech tree. He has free research points took hives and part way xeno commerce. I started researching universal translator so we can trade :) Finally I get universal translator we attempt to trade. &n
[quote]In the next DLC (Altarian Prophecy) we're going to be bringing back all the GalCiv II ship parts (and they'll be added to the rise of the Terran Alliance dalso) [/quote] Awesome.... Now for a tool to transfer the ship from galciv 2 to equivalent galciv 3.... Okay I know that would be near impossible but, it would still be awesome.
[quote who="admiralWillyWilber" reply="12" id="3646166"] I ran across this once that i noticed i looked at the tooltip and noticed that it said combat likely when i didn't have enough hit points on my survey ship. So i went in anyway and lost. For awhile i just did quick battles and wouldn't fight pirates unless my survey had 50 hitpoints. Now I'm back to watching the cinematic battle viewer. Lesson if i don't have enough hit points don't fight. I don't think it t
[quote who="Mystikmind" reply="9" id="3646110"] Combat odds.... I remember the 99% chance of victory combat odds in Civ4 going funny quite often whereby a cavalry unit with a riffle can defeat a tank! Lets say the cavalry unit is having a moment of being astronomically lucky, fair enough, but how the hell does that translate to being able to defeat a tank??? hahahahaha Games are stupid regarding combat odds. [/quote] True, however, even though I d
[quote who="pshaw" reply="6" id="3634862"] We fixed a bug for 1.71 that would sometimes reverse the outcome results. [/quote] This bug is still present in 1.81. In my current multiplayer game I battled the AI, the game reflected that I would loose with the following ships... my ship 10/0/0 (attack) 55/0/0 (defense) 55 hit points their ship 0/0/8 (attack) 0/0/8 (defense) 35 hit points I didn't understand why I would loose s
I've seen this as well...
From my reply on this post.. Future Ideas for Gal Civ IV (A Tutorial for the Game Designers: How to Design the Game So It is Not a Nightmare to balance). Personally I'd like several upgrades to MP to make things better as a whole for MP. Turn Timer (this can be set at the beginning of game 1, 2, 5, 10 minute ranges). Stability