@ForesterSOF Thanks, and I have nothing installed between changes in the game versions, only the updates for the graphics card (not beta versions), and perhaps updates for Firefox, and automatic updates for Windows 7. I do not use special programs, and it can crash with just GalCiv3 active. @Nathan E I have no particular display problems, and I uses the default game setting: VSync "off". I will give it a try next time I'll play the ga
Unknown_Hero
@Seilore [quote][quote]Also, the first terraforming techs give +1 tile, +1 tile, +1 tile, and then +20 tiles; more evenly distributed bonuses, per example, +4 tiles, +4 tiles, +4 tiles, +12 tiles, will give more possibilities for the development of the planet. Your thoughts on this?[/quote] I personally like the +1, +1 option the way it is now with one exception, because the last terraforming option is such a great option, it makes me wait until that's available
@peregrine23 [quote][quote]So why not a similar system for approval? 10B population need 10 approval points to have 100% approval. 100B population need 100 approval points to have 100% approval.[/quote] I think this is how it works.[/quote] It seems; you are right, I was misled by the way it is displayed. :) Ex: Population: 8.9 Approval: 98% It means: Po
This bug is fixed in Beta ver 0.95.1.0
Beta ver 0.95.1.0 Crash with total reboot of the PC. Ticket: #WGD-996-21616
Quote from here: https://forums.galciv3.com/463875/get;3540453 [quote]********** ********** @Stardock ********** ********** Starbase. * Major and minor races build starbases near my planets to harvest resources, I am fine w
My thought on this: Quote from this topic: https://forums.galciv3.com/464186 [quote] I do not like the Tech Ages, and I do not like either the exclusive specializations. I miss the total freedom of research present in GalCiv2. No Tech Ages, no exclusive specializations, no "1 tech per turn" limit (if I build a strong ci
Beta ver 0.90.6.0 This bug is still present in this version of the game (wrong logo for Krynn faction).
Beta ver 0.90.6.0 Crash with total reboot of the PC, during a game on large map, after 5 hours of playing. No dump files generated. I will wait for next patch before continuing to test the game. No ticket.
Beta ver 0.90.6.0 1) Crash. ** Crash with total reboot of the PC, during a game on large map, after 5 hours of playing. No dump files generated. ********** ********** 2) General. ** The game is not very reactive, for example, to move a ship, there is a latency of al
@Frogboy [quote]We’ve fiddled around with this screen a lot to try to balance between it being gamey (where we placed weight numbers and colors next to the items to make it easier to come to a deal) to the opposite extreme where you just have to figure it out. We’ve tried to hit a good middle part with the language telling you: 1. You must be joking (or something like that) = You’re not even close 2. I can&rsquo
Sorry to put only links here, I am too lazy at the moment. :) And perhaps you have already read some of them, so, just take a look at them, or ignore them, at your wish, :) and see what is possible for launch. https://forums.galciv3.com/463763 https://forums.galciv3.com/463705 https://forums.galciv3.com/46
With the current system, entirely based on population (raw production), the way to go is effectively the hyper specialization of planets (as the improvements are only % bonuses to the raw production). When I play the game (I stopped for now, due to too much crashes), I let the default settings (33%, 33%, 33%) for the Production Wheels (global and planets). First, the Production Wheel is a real pain to use, you need to adjust the cursor on a pixel basis to have the
********** ********** @Stardock ********** ********** Starbase. * Major and minor races build starbases near my planets to harvest resources, I am fine with this. But with the current system for the limitation of starbase construction, based on a hexes distance between starbase, I c
@Seilore [quote]Instead of just saying it's broken or somethings wrong with it, how would you improve it? If you are unable to think of anything better than, that's most likely why the dev's have it this way to this point.[/quote] Enjoy reading. B) https://forums.galciv3.com/463218
Yes, I want all the mega events present in GalCiv2, and much more... :) I also suggest to add a button, somewhere in the interface of the game, so the player can trigger a random mega event to "shake up the game", just like it is possible to trigger a disaster in Sim City (the first one)(I only played the first); it would be great. Perhaps with the possibility of a setting, per example, trigger a random mega event in the next 50 turns. ;-)
@Bloodlust1983 [quote]Another problem is that we do not get the popup messages to know what's new in our empire and the galaxy. No finished building repoert, no finished ships reports and NO reports on status change in the diplomacy relation of other civs. Like I was playing some turns before I looked into diplomacy screen to learn that half the races are at war with each other and I didn't even knew that.[/quote] Yes, it's also a problem, it greatly reduce the dip
@vivaherve [quote]I don't think that it is not adequate because if there are more than 30 races, in GCII it is impossible to know with which races you are in war or in peace (because of the scrolling).[/quote] The U.I. in CG2, is perfectly adapted to the number of players in the game, the human player and the 9 Ais players, no scrolling is needed. [quote]In the UI of GC III you can see it directly by checking, the red/green/grey circle.[/quote] The player c
1) Ideology System. For me, the ideology branches are too small, they need more levels per branch (ex: 10 levels instead of 5 levels). And the traits are always the same, this will quickly become repetitive after a few games. I made a suggestion to make the traits random for each game, so the player can have a different experience with each game and not chooses the same traits almost always in the same way. 2) Constructor Spam. Ther
Beta ver 0.83.3.0 A quick U.I. comparison between GalCiv2 and GalCiv3. GalCiv2: http://i.imgur.com/UJrt0I9.jpg I can see, at a glance, the status of my relations with all my opponents simultaneously. GalCiv3: <a href="http://i.
Beta ver 0.83.3.0 Another crash with total reboot of the PC. I will wait for next patch before continuing to test the game. * Ticket: #HXV-313-36160
I add my vote to make this, at least, optional or to remove it completely. I don't like exclusive choices in a game, it's a frustration. And I don't play games to have frustrations. It's also an illusion to think this will bring different experiences for each game, with each AI player choosing different specializations. The AI players will research different specializations and will trade for them (except
Beta ver 0.83.3.0 A quick feedback for the latest beta. 1) General. ** Thank you for the icons around planets in strategic view mode (zoomed out); they are a tad too small, and displayed over the planet currently, but I think you will fix that in a future patch. :) ** Add the possibility, for the player, to set an "alert" when a civilization h
@androshalforc [quote]what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction planet with green or red based on war/alliance. now move the planets closer/further to the main viewed planet based on relationship. this would allow you to see maybe the alterrain's have declared war on you but they generally dont think you're such a bad guy and by talking to them you might be able to get a
Beta ver 0.82.4.0 Seems to work correctly now.