ok not sure what was wrong reverified local files then downloaded your factions into the mygames/blahblahblah file and it worked testing now
androshalforc
ok im going to sound a bit stupid here but how do i get them working ive replaced the factions folder in gfx with yours but i dont see any new factions did i put it in the wrong place? ok tried it in my ducuments/mygames/galciv3/factions and still no good
seilore i have an fx9590 and a radeon 7570 i would be willing to try a game with 50 + races but am unwilling to make 50+ races would you upload your races and i would be happy to try it out
I like your game style its pretty similar to how i play what i did was set planets to rare but habbitable planrts to abundant this resulted in most stars having 1 habitable planet although i found one star with 3 woohoo
I woukd suggest the verify local files or whatever its called
[quote who="Illauna" reply="5" id="3547772"] Quoting androshalforc, reply 4 yeah but then i tested with a new game and still had the same issue the problem was that when you move a rally point all the ships that were going to that point now continue on to the point where the rally point was and do not get update
i think i recall them saying that they wanted to do more with the battle viewer but what they wanted was to difficult to do in the timeline so they dropped it and were going to implement it a later time
nope just adds 2 population thats all that's not population cap either that's 2 billion extra Yor walking around on your planet there are more 'buildings' like this that will unlock with the yor's population line they do essentially the same thing but add 4,6,8 population instead
yeah but then i tested with a new game and still had the same issue the problem was that when you move a rally point all the ships that were going to that point now continue on to the point where the rally point was and do not get updated to the new rally point
from my understanding each weapon fires independantly so if you have say 10 lasers and they individually fire 1/s you're actually firing at 10/s in this case you would get the highest R.O.F from stacking the fastest weapon which last i heard was kinetic
i dont know if there is an ingame way what you could do is save go to main menu and hover over quickstart it will list some of the basic settings of the most recent game you started
[quote who="Maiden666" reply="20" id="3547724"] ke this. Although the danger is there that a ship will be repair from 1HP--> max in 3 turns. [/quote] you're right my list might be a little op a better way to look at it might be to go backwards.. how long should it take for a damaged ship to restore to full health? i think that ten turns sounds about right for average less turns in ideal situations and more turns in dangerous situation's
assembly is not a building its their version of population building assembly increases the planets population by 2 if your looking for a buiilding that increases manufacturing you want the manufacturing Yor building i think its 2 above assembly on your SS
something broke rally points and they were working fine on the weekend
[quote who="RavenX" reply="7" id="3547700"] Patients....not working [/quote] well if they're in the hospital (or some other medical building) they generally aren't working... sorry i couldn't resist
playing the latest opt in and some bugs have been well bugging me When moving a rally point the ships no longer update to the new rally point (this is new as of the most recent opt in hotfix patch(5/11/15)) when reloading while in game the skybox background becomes horribly bright when colonizing a world if you go to change the name from the govern screen the name change box appears on the main map (this only happens if you have not left the planet after col
[quote who="BuckGodot" reply="77" id="3547295"] It's not in the notes, but the Yor Tech Tree now has the starbase area of effect extension techs! WhooHoo! [/quote] did they fix the prerequisites as well i noticed it was in but they had the pre-req listed as life support which the yor dont get
[quote who="Bakka" reply="9" id="3547642"] hmm I knew about multiple planets suppling one shipyard but one planet supply many shipyards.. [/quote] see i never got why people complained about the limit of 5 colonies per shipyard ive been playing since alpha and never used more then 2 and thats only for this setup
yeah ive been mulling over tue idea for a while now and until my current game i hadnt actually had a chance to test it but it seems to work fine
I should be able to do about 9 per turn considering the amount of overflow
Not really my home planet has an insane amount of manufacturing (malevolent tree) i have about 1k military output so i build 4 shipyards next to home planet and have research planets ( set to 0 military manufacturing ) as their "primary" then i switch my home planet every few turns
What i believe you can do is build the (any) constructor at your shipyard and once its idle you should be able to use the request constructor im currently building four per turn from my home planet and sending them to a ralley point i find that works generally better for building starbases
i wouldent mind seeing it be repaired as a percantage but i think the 2-4% is still really low if a ship were dropped to 1hp that would still take 50 turns if its hp was 100 or more i think the base should be at somewhere in the range of 5-10% have a race trait that adds 5,10% a module that adds 10% fleet (does not stack) and another 10% from being near a shipyard or military starbase
ok i may have been somewhat sleepy but i was mousing over an anomaly and i swear it said shotgun for a minute i had a WTF moment moved my mouse off and back on and it said ship graveyard just curious if i can chalk this up to sleepyiness or if anyone else has seen this?
i had thought about this as well send the constructor through a wormhole build starbase you can reach across the map