Petri Kokko

Petri Kokko

Joined Member # 2889572
2 Posts 159 Replies 372 Reputation

Just a thought: Win10 auto updated my network adapter a few days ago. After that I started getting crashes and network connection issues every time I streamed a video with silverlight (e.g. netflix). Turned out Win10 had installed an older network adapter driver than I had had. Rolling back the driver to the previous (newer) version fixed the issue. Your issue may be completely unrelated but just in case you got the same update...

8 Replies 12,342 Views

[quote who="Empress_Fujiko" reply="19" id="3591576"] In modern, complex software such as this game, there are always bugs, there are always things that could be better [/quote] Given that for every computer program it applies that 1) there's always one more bug and 2) you can always optimize by shaving one more unnecessary machine instruction, then by using induction we can prove that any computer program can be reduced to a single operation that doesn't work. :)

24 Replies 69,509 Views

The FillerComponentTypes cycle and skip unavailable components. Just to be sure it does so I tested the following stripped down blueprint: PSY_DestroyerBeamBP Small Capital BeamWeapon &nb

3 Replies 26,529 Views

How about combining population growth and immigration but so that it's [i]actual real immigration[/i] what's happening while also keeping it automatic and very simple? The current +0.1/turn is a good rate for new settlements from the game-mechanics point-of-view. It gives a reasonable rate to get the production going. For small populations on new worlds it also must come mostly from immigration or you'd get a ridiculous birth rate. Reasonable pop growth: If 1 turn

11 Replies 19,880 Views

[quote who="sjaminei" reply="2" id="3591434"] I think they should have added some more terraforming options to compensate though. I think there are 5 tiles max you can improve now with buildings? 2-3 more tiles would be fine and great for builders. [/quote] This. The Ultra Terraformer was way too powerful but they should have added a few additional terraforming techs allowing you to improve a few more tiles. Or, actually, why not keep the "eventually terraform everyt

6 Replies 13,984 Views

If you want it "patch proof" you want to do your mod with [i]additional[/i] data instead of [i]replacing[/i] base game versions. Or at least as much of that as is possible. So, instead of redoing "ConstructorBlueprint" make your own completely new constructor design and use that. For example, I have a new file named "Mod_ShipBlueprintDefs.xml" that only contains my ship blueprints and none of the base game blueprints. This way StarDock can change the base game version as much

4 Replies 4,856 Views

It goes to Mods\NameOfMod\Text\ For example, I have: ..\GalCiv3\Mods\ShipDesigns\Game\FactionDefs.xml ..\GalCiv3\Mods\ShipDesigns\Game\FactionShipStyleSetDefs.xml ..\GalCiv3\Mods\ShipDesigns\Game\Mod_ShipBlueprintDefs.xml ..\GalCiv3\Mods\ShipDesigns\Game\Mod_ShipClassDefs.xml ..\GalCiv3\Mods\ShipDesigns\Game\Mod_StaticShipBlueprintDefs.xml ..\GalCiv3\Mods\ShipDesigns\Text\Mod_ShipClassText.xml Game directory: - FactionDefs: Modified sta

7 Replies 49,470 Views

The problem is that a percentage reduction is not enough. Player-built transports have movement rates of 20+ so even with the -50% reduction you can still fly through the defenses. I'd rather have the rule that you can't invade a planet until you have killed the starbases protecting it. Or, if you want to do it with speed reductions then make it cap the speed to a flat max 2 hexes/turn. That would make the transports vulnerable to counterattacks and force me to take out the starbases

55 Replies 82,192 Views

If a component is tagged as "RequiredComponentType" then the ship won't be available until all required components are available and fit. The difference to "ComponentType" is that a ship can miss a "ComponentType" but it can't miss a "RequiredComponentType". This affects when the ship appears as it depends on your tech research and miniaturization level.

3 Replies 26,529 Views

It should use the idle time on the player's turn to play mock battles against player's current fleets trying out different ship variations and fleet setups. Combined with a genetic algorithm this should lead to useful fleets that evolve and adjust to what the player is using.

13 Replies 22,892 Views

The advertisement says "all titles up to 75% off". Is it supposed to include the DLCs, too, or just the base games? Well, technically "up to 75%" includes 0% :) but was still wondering whether the DLC exclusion was intended or a mistake...

1 Replies 13,525 Views

[quote who="ElanaAhova" reply="14" id="3591236"]What are the reasons for having multiple monitors? Seriously... [/quote] The dual monitors setup comes quite naturally. Most computers people buy today tend to be laptops. Using just the laptop screen gives a miserable game-experience and because about all modern televisions have HDMI inputs as standard the natural solution is to hook up your laptop to your high-def TV to get a big screen for enjoying the games. This frees up

25 Replies 120,041 Views

[quote]Or at least that's one way to justify it. It's all abstract. [/quote] Simplest explanation (if one is even needed...) would be that there's a non-combat short-range carrier stationed in the starbase that can hyper-hop the radius distance. It's not shown on the map because it's abstracted away as it doesn't take part in the action. It just brings in the fighters, hops away to safety, and comes back later for a pickup if the battle was won. All nice and ti

55 Replies 82,192 Views

[quote quoting="post"] A history lesson is in order. [/quote] Well and good but what has that to do with GC3? If the best game-strategy is to build carriers and nothing but carriers then quite obviously the carriers are overpowered. The carriers dominate to the extent that other ships are pointless. This breaks the game as a game. It's also counter to your history lesson, too. Real world carriers aren't all-powerful [i]by themselves[/i]. What you nee

30 Replies 146,741 Views

[quote who="joeball123" reply="13" id="3589983"] Because minefields in space are usually one of the stupidest concepts in science fiction [/quote] Doesn't that really depend on how that minefield is implemented? If we limit the design to your traditional Earth-bound variety where you have a device that explodes on physical contact with the shock wave of that explosion damaging the target then, of course, it makes no sense in space. However, if we separate the gen

55 Replies 82,192 Views

[quote quoting="post"] I mean, have you EVER referred to yourself as a 'Terran' or heard anyone else doing that??? [/quote] I think the distinction between "Humans" and "Terrans" is quite meaningful once you have two or more human space nations *or* you have a nation that includes other species in addition to humans. After all, we currently refer to people as "Americans", "Chinese", "Russians" etc. and it's a meaningful real distinction to us. Only the hi

12 Replies 57,208 Views

[quote who="peregrine23" reply="10" id="3589349"] However, your pikemen/archers actually illustrates perfectly what is wrong with escorts as is. [/quote] Oh, I do agree with your observation that the current way the escort function is implemented is a bit silly. The proper simulation would be to allow the enemy's attackers to target your attackers which would be just basic common sense to do (as you rightfully note) and then have escorts [i]actually[/i] trying to protec

14 Replies 73,505 Views

[quote who="Yeller123" reply="7" id="3589290"] I always imagined the defence heavy ships acted sort of like aegis cruisers, a specialist at shooting down incoming missiles so that other ships could focus on their speciality. [/quote] Me too. Skipping defensive ships in target list makes escort ships pointless. Think of a modern carrier group. The carrier itself is basically a defenseless sitting duck while being simultaneously the most powerful ship when it comes to power pr

14 Replies 73,505 Views

Tiny: Support if Value is greatest, Interceptor if Threat is greatest, Guardian if Fortitude is greatest Small: Support if Value is greatest, Assault if Threat is greatest, Escort if Fortitude is greatest Medium: Support if Value is greatest, Assault if Threat is greatest, Escort if Fortitude is greatest Large: Support if Value is greatest, Capital if Threat is greatest, Escort if Fortitude is greatest Huge: Support if Value is greatest, otherwise Capital

4 Replies 6,668 Views

[quote who="erischild" reply="9" id="3588389"] I have some pretty fast transport ships I create and I can envision other players getting even more extreme. [/quote] It's actually a separate issue but related. The "I can go around you" is an inherent problem in all TBS games. You can make your moves and the other guy must sit still. The bigger the movement range per turn the worse this problem gets. Transports stuffed with engines take this to the extreme as capturing pla

11 Replies 38,581 Views

Or simply always apply [i]some[/i] minimum casualties to the defender no matter how high his defense. The super-defense world would still be a near-invulnerable fortress but it would be possible to slowly erode it by pouring in transport after transport after transport in a gigantic 100-to-1 casualty attrition campaign.

13 Replies 10,450 Views

We build our cities 2D. Even with high skyscrapers they are basically just flat discs. In space you build 3D so if you [i]wanted[/i] to you could fit a lot of people. Now, I can't think why we would [i]want[/i] to but a mile x mile x mile borg-cubish spacecraft is a lot of flats even if you allow for access ways. If you can do cryo-sleep it's even more in pods. If you can upload minds and create clone bodies quickly from scratch at the destination you can probably fit even more into a

17 Replies 29,222 Views

You are basically using your population as slave labor and working them to death. Sounds more like a governmental policy or strategical choice to me... :) It's only an exploit if it's overpowered. Otherwise it's just a game strategy. If it's OP then nerf it. No reason to forbid it.

11 Replies 32,504 Views

[quote who="naselus" reply="18" id="3587522"] I don't really mind constructor spam, tbh. [/quote] I do. Or, actually, it's not the spamming of the constructors but the UI that requires me to choose and click-build every darn single module. In late game you can get like 50 "upgrade starbase" actions each turn needing to be resolved. At minimum, there ought to be an auto-upgrade feature that you can toggle on so that the starbase automatically builds modules a

24 Replies 92,211 Views

[quote quoting="post"] 2 of my games, I have teched everything my turn 300. Can we get more tech entries? [/quote] I have yet to score a tech victory. I always get bored long before running out of techs, and switch to conquering... :) But yes, more techs always welcome.

5 Replies 55,209 Views