Falkoner

Falkoner

Joined Member # 2895379
18 Posts 93 Replies 754 Reputation

[quote who="mrblondini" reply="10" id="3793555"] I recall frogboy posting about what he felt was the frustation of working hard on free patches and that hard work not being appreciated by some members of GalCivIII World. I imagine they're coming to the point where there's going to be a value/benefit trade-off between putting time into work for GalCivIII or leave it - as unfinished/unpolished as most people seem to think it is (I think diplomacy and espionage are still not where they coul

15 Replies 70,052 Views

[quote who="AdamMG" reply="1" id="3793534"] Promethium is required (a lot of it) if you want more than just a couple of strong culture starbases. Also required on econ bases for research. [/quote] Yeah, I don't build many econ starbases, only on systems with more than one planet that I will use for starship productions. As for cultural starbases, I used them in strategic points, where I have a planet/s I want to flip, or one of mine that I do not want

4 Replies 18,720 Views

Generally, upgrade modules uses resources this way: blue= elerium (beam attack&defense) red = durantium yellow = antimatter others = variable. However, there's an exception with point defense modules that are yellow yet use elerium instead of antimatter. Was that intended to be (working as designed) or a simple mistake on the part of the developers? <img src="https://cdn.stardock.us/forums/28/95/2895379/708ca335-9369-4744-b274-

4 Replies 18,720 Views

Crusade was a big move, but Retribution is the best expansion to me. I like most of the DLCs, but given their smaller stature compared to expansions, I can't honestly compare them to one another. However, amongst themselves, I think I had the most fun with the Mega-Event one. I have no buyer remorse about the other DLCs, I loved all the ones I bought (all, except the Star Control ones, they mean nothing to me), but having more events is always appreciated in this game.

3 Replies 46,935 Views

Maybe not a hot mess, but there are outstanding issues that need to be resolved, yes. A few improvements here & there too, I'm making some notes. If they aren't used for GC3, they could be of sure for a future GC4, provided some of the same game mechanics are used.

15 Replies 70,052 Views

I almost always use custom made ships in my games, and as soon as I can, I put two drives on each ship to move a little faster across the vast expanse ;) Now, here's another problem with commanders. It says they will double the fleet's moves, but they ain't doing it. See, before I add a commander, my fleet has 39 moves. Once I've added a commander, I only get 42 moves. All of my ships are at 39 moves, so it ain't a case of one ship slowing down everyone. <

3 Replies 46,447 Views

[quote who="Avatar137" reply="5" id="3793425"] Quoting admiralWillyWilber, reply 4 ... Three is finished. Not for me, I’m still playing the hell out of 3 after all this time!!! 😉 [/quote] Yeah, me too :)

15 Replies 70,052 Views

Another stuck. Same game, 2-3 turns later. Another stuck game There's definetely something happening here. Reloading my debug.err file after a while stuck like that, I got this line: Debug Message: OnStatsStored failed (Error code: 16) Hope this can be fixed :) Some more lines after I exited

7 Replies 11,284 Views

Here is a game I'm playing that got stuck on turn change right after I've saved. Here is the save, with debug.err and prefs.ini: Stuck game If it's as before, I doubt it can be reproduced. Still, it happened a few times, so I'm submitting it. As I'm writing, it's been there for 20 minutes. <img src="https://cdn.stardock.us/forums/28/95/2895379/986c9a62

7 Replies 11,284 Views

If you play a pragmatic race and use the "cautious" power in your ideology window, you get, as expected, 3 ships per planet. However, once you have done that, it seems the sidebar UI can not cope with so many fleets in a huge galaxy and does not display all the fleets. Here's the save after the fact: Save game <a title="Older save" href="https://driv

2 Replies 15,940 Views

[quote who="Old-Spider" reply="3" id="3793277"] This has been the usual behavior for a long time. I've learned to use this to my advantage. When a fleet does nothing but attack the drones, I know it can be ignored. Sometimes several enemies will send fleets to the same planet to attack the drones. The fleet that is earliest in the turn sequence will attack and destroy the drones. There aren't any drones left to attack, so the other fleets will done noth

6 Replies 57,007 Views

@awunsh No problem! :) @devs Here's another game, this time at genius, with the similar problematic. Just it "TURN" and watch the AI ships behavior, and just play for a couple of turns and you'll see it doing the same over&over&over again. Minor difference here is, the AI will seldomly try to invade a planet after destroying my drones there. If I had to venture

6 Replies 57,007 Views

[quote who="Frogboy" reply="1" id="3793039"] This is indeed an issue I've struggled to teach them NOT to use those ships that way. It's on my list still. [/quote] If they don't listen even to you, we have a problem! [e digicons]:grin:[/e]

3 Replies 11,575 Views

When you change government, you often get a Starship with specific colony bonus. In this case here, the Iconians had the Prime Minister Starship. Instead of moving it to a planet where it has some use, they are using it in their attack fleet, despite it having 0 weapons and 0 defenses. Iconian save game <a href="https://drive.google.com/file/d/1kBVL6zZgJvhSz5DV4SjlksFtY

3 Replies 11,575 Views

I think it's been reported before, but anyway, here it is again. That bug used to be present in the beginning of the game, got patched, and has sort of comeback. In my save game below, I have shown how I have 2 deep core mine improvement and in the process of building a 3rd. At the very least, I should not be able to rebuild these kind of player unique improvement. Ideally, they should be destroyed upon inheriting/conquering the planet, but it might be t

0 Replies 10,902 Views

I inherited these planets. I think the colonizer ship's AI was at war with the owner of the planet. Anyway. I just find it weird and wonder if it's an AI issue or some mechanic I was unaware of. The planets seemed developed well enough that they weren't "just" colonized, i.e. they've been there long enough for that other AI to realize there was already someone there. If anything, it should have been transport ships. Hard to tell, but I'm reporting it here an

0 Replies 11,896 Views

Hello, In my right side planet listing, just after the planet defected to my side, I see the planet Pippin V appearing twice, like it's two different planets. If you look at it, you'll see that productions and moral have different value for the same planet. The correct listing should be only the 1st one. I've seen it happen in my previous game but I forgot to create a specific save game. If it's the exact same bug, it will disapear after a turn change. Ve

0 Replies 3,964 Views

While I am disappointed that some bugs remain since the beginning the game, I feel the game has improved tremendously and close to 99% of the issues I have reported or have seen reported have been fixed. Every expansion pack/DLC has brought new features, and I think it's a must for any gaming company if they want to keep fixing bugs long into the future of the game. I wish the game had been better on release, but a lot of games are like that, unfortunately, Stardock isn't unique i

11 Replies 36,008 Views

That's still an issue in the most recent version. And I do think it's a bug. Any communication window should wait for my prompt before being dismissed as there's no other way for me to see what the message was.

11 Replies 36,008 Views

Save game is here Dominion Declan Fleet XXI is the one to look at in this save. When you add a commander to a fleet, you get a bump in logistic, 25%, IIRC. But if you promote that commander to an admiral, you lost that logistic bonus. You get +25% weapons and defense in the fleet, but revert back to the previous logistic. You also lose the p

3 Replies 46,447 Views

[quote who="rap33042" reply="3" id="3792588"] Fascinating... With Kiln of Worlds, do you get to choose the planet?[/quote] Yes, any dead planet (class 0) will do, anywhere on the map you can see, even in enemy territory if you want to. [quote] How close does it have to be to your Shipyard to be auto-added as a sponsor? How did you manage to find a planet with that many dead worlds within range?[/quote] a) Same solar system b) Your options at the

9 Replies 66,474 Views