[quote who="rap33042" reply="1" id="3792567"] You don't have to use an Artifact to accomplish this. Build a shipyard in a two or more planet system Don't colonize the planets in that system Colonize other planets within a reasonable range and add them to your sponsor list Now, if you coloni
Falkoner
Upload a save game for the devs to review, using Dropbox or another similar service. :)
[quote who="Rhonin_the_wizard" reply="9" id="3791293"] I'm glad that the issue was resolved. [/quote] I do get this issue, sometimes, and when reloading from an earlier save it's unstuck, but still, it's a problem... How do I go about reporting such issues when I can't reproduce them?
That bug was there at the very beginning of the game and eventually got fixed. But I noticed there's still an exploit left open. See ticket #ISZ-865-90245 Create a shipyard sponsored by 5 planets. If you colonize another existing planet in the same system as your shipyard, it won't be added to the shipyard sponsors, as it should be. However, if you use an artifact like Klin of Worlds to create a new class 5 planet, then colonize it, that new c
I had a ticket created a while ago about this behavior: #AJZ-662-10426, with a recent save game. In this game, I'm playing at gifted. I don't know if it's WAD because of the low difficulty level (I haven't played in a while, like 2 DLCs ago at least...), but as soon as you have drones defending a planet, like an orbital platform that creates renewable drones, the AI will always stick to attacking these drones no matter what is beside it. You have a ship
[quote quoting="post"] What happens to the (alien) population if I successfully invade? Are they eliminated, or do I become an occupying force governing an alien population? Will I be given a choice as to what to do with the alien population?[/quote] The surviving population automatically converts to your empire, there is no more resistance and rebellion is a function of approval on the planet, which can also be affected by your choice of [quote]<b
Ah, I think I saw something like this in my current game, but I really think the spy was moved to one of the city, once I exited the planet screen and came back. Or I missed the second spy in the first place, which is possible.
[quote quoting="post"] So apparently this is an old problem, also apparently patched out years ago but i ran into this on a game i've invested a serious amount of time on So can anyone tell me what where and how i can get this patch to fix this thing. I have to say that when things like this happens its kills any desire from me to purchase anything from companies who dont take this kid of thing seriously and actually fix the problem. <b
Well, porting the game to Linux, they would need to rewrite the game with Vulkan. Once rewritten with the Vulkan API, it can be used in Windows too. And once we have the game in Vulkan on Windows, it will run just as fast as on Linux... I second the port to the Vulkan API, or even DX12 if it's easier. As an AMD user, I thrive for faster turn times :(
Try this page for help: https://www.stardock.com/support/ You can create a specific ticket here: http://esupport.stardock.com/index.php?/Tickets/Submit if you can't retrieve your serial number.
Yeah, 8gb DDR5 for my video card. I haven't touched the game in over a year, I thought the AMD problems had been resolved :( The newest Ryzen have better single-threaded performances than Intel, I might upgrade during next winter if things go well. It bugs though that this game is supposed to make use of multi-threaded performance (multi-core) more so than other games, yet, this being supposedly AMD's advantage compared to Intel, we're getting consistantly sl
My first game was Galciv 2 and in GC3, I'm playing either a custom race or humans, they're my favorite for their versatility :)
Playing on a huge map, 22 civs, my turn times are close to 2 minutes. I have: Ryzen 7 1700x (overclocked at 3.9ghz) Radeon 5700xt 32gb RAM Asus Crosshair VI Hero Samsung SSD 960 EVO. During a turn change, the game uses 17-18% of the CPU and between 5-8gb of ram. The GPU can be used as much as 68-69%, according to task manager. What I'm wondering is if there's anyway to scale the use of the ha
Ok, I wasn't sure. Thanks! :)
Hi, I just reinstalled GC3 after not playing for a while. I'm wondering if it's normal that it show "Retribution" in the main screen, even though I bought World in Crisis? I've had Steam validate files, but still the same thing. I've only played the campaign for Retribution, there's also nothing after that, is that wad?
[quote who="Publius of NV" reply="37" id="3758838"] When invaded by Germany, did France have the option to surrender to Japan, halting the Nazi armies in their tracks? [/quote] No, but some French troops rallied the British to keep on fighting. And in the Seven Years War, France did give Louisianna to Spain, to avoid giving it to Great Britain. Currently, the game mechanics do not permit that. But one can only hope, one day... ;) Actually,
this is not the first thread about it. durantium is requiered for nearly every starbase upgrade. In every game I have played since Retribution (I haven't played a lot of Crusade), I have had a huge surplus or thullium and antimatter and a shortage of durantium and promethion. Thullium is never used in starbases and elerium is required for nearly all advanced starbase anti-missile ship defenses. Durantium is required for mining upgrades, for advanced and ome
[quote who="lyssailcor" reply="2" id="3747202"] So, I looked up my settings: Resource Frequency uncommon, Asteroid Frequency occasional, Nebulae abundant, Black Hole Frequency uncommon. [/quote] durantium is linked to asteroid. But even when there's plenty on the map, you really don't have enough of it :(
Stardock said tourism would be adressed in the next patch. No idea when it comes out though. I had hoped it would be out for Easter... :(
[quote who="iRedEarth" reply="20" id="3746823"] As I have been modding ship design templates, I suggest this ship design templates improvement: As is there are currently two options for a given weapon type. The enhanced(resource) version, and the cheaper version. However there are often times, especially early in the game, when the enhanced version is not more powerful and thus a waste of resources. So I propose a new option that would be like "BestKinetic" which would equip t
Anything that avoids me clicking 2000 times in a row on the left button would be nice...
[quote who="SchismNavigator" reply="21" id="3746756"]Yeah I see an issue with that being how we make sure people only build what they want. Perhaps some kind of focus like we have for planetary governors. [/quote] the idea is not to replace the current system. You can still manually choose whatever you want. But for everything military, go to your starbase screen, click "Build everything" and voilà, all upgrades are done, resources credited from your stack. Rig
A big one... For starbases, a "build everything" button that would build every military improvement available + sensors, provided you have the resources. Leave xeno archeology and mining out of it, so we can choose to manually do it or not.
3) I do not use Commonwealth and I dislike the idea.
[quote quoting="post"] When I annexed a planet, it came with huge financial loss (more than -3000 credits). I was broke for several turns. Is this intended behavior? Since annexing is kinda automatic, at least some warning that it's gonna financially ruin you would be nice. [/quote] I believe it is some kind of weird bug. I have seen that once, going under for -3500 credits while I was generating 50bc per turn... But I tried to reload to reproduce the behavior an