I have noticed in a few games since 3.5 that the AI fleets will nearly always focus on destroying drones surrounding a planet, ignoring other nearby targets of interests (fleets it can defeat easily, shipyard, etc). The AI fleet always try to destroy drones, it will wait there forever until it is destroyed. It is the same strategy the AI uses to invade a planet, send a fleet, destroy ships&drones, invade the planet with a transport fleet. Except in this case, there is ne
Falkoner
[quote who="SchismNavigator" reply="5" id="3746498"] Are you able to reproduce this in other games as well? [/quote] Yes, in all my recent games. I did not notice it before because I hadn't so many surrenders happening and I don't really keep watch over all of the AI ships.
I never know if I should use the forum, or the ticket system for these AI problems... anyway, hopefully, someone will notice.
If the AI has built a shipyard (btw, it looks like it is always using 1 planet per shipyard, never as much as possible (5) ) on a planet, and that planet is subsquently conquered or annexed, the shipyard will always stay behind. Sometimes, you get 2 or 3 shipyard orbiting a planet. Imho, the shipyard should be dismantled by the AI when there is no chance it will get the planet back, like after a peace agreement, or destruction. See ticket #PRG-440-79272 for a save gam
Oh, btw, there is a nice exploit to be done here... It is totally voluntary, but the temptation is there... When a race surrenders, before ending the turn, you can trade all your techs for whatever you can get with this AI race. Since they are eliminated the turn after, it is a tempting exploit... If at all possible, once the AI has surrendered, before ending the turn, all trade should be disabled. Like I said, voluntary exploit. You can choose not to do it.&
Something I have noticed in my recent games, when an AI surrenders to me, I get their ships and can see that they are doing. One problem in particular here is that when you change government, you get a free ship granting you some bonus, usually to your planet. In this game in particular, I have inherited a Prime Minister Starship, giving 30% bonus to construction, influence and moral. What is the AI (genius) doing with this ship? It is using it as a scou
[quote who="SchismNavigator" reply="2" id="3746413"] I've made sure this is added to the tracker. Are there any specific steps that seem to reproduce this? Perhaps in the game setup. [/quote] Nothing in particular. I tend to play in immense maps with many custom races and ships from Steam Workshop. It is really happening once you have discovered and established contacts with many races. Once your turn begins, sometimes, but not always, there are multip
In my 3 games so far, I feel like the AI is surrendering a little too easily. Right after Altarian surrender A few turns before surrender This is not the first time it happenned since the last few patches. Basically, a race that seems to have
I am bumping this because it is still happenning with Retribution and the latest patches. Same as here: https://forums.galciv3.com/471543/page/1 It's hard to record a video, I would need to record the entire game once I have met a few races. Basically, once race tries to contact you, and instead of waiting on me to click "done", the window is closed and another one appears. Sometimes, another one too. 
Privatizer works well.
[quote who="Frogboy" reply="12" id="3745332"] The only real change is the Star pacing. I can take a look at the Star types. Thulium and Promethion are affected some by habitable planets. But Durantium is affected by asteroid fields. I agree it’s a little annoying. [/quote] I feel like, it's not really the amount of durantium to mine that is the problem. I am currently producing 16 durantium per turn, at the end of the game (all research done). I tapped
wow! that was helpful! thanks! :)
[quote who="charlando" reply="8" id="3745274"] Quoting Falkoner, reply 7 Planets are ok, but resources... Damn, too many things need durantium and there's not nearly enough. I think some of the durantium requiring improvements should be "free". Agreed, what I ended up doing is modd
[quote quoting="post"] To quote Frogboy in another thread: 5) Begin supporting Nexus Mods via your game launcher's ads. (I would also prefer you support Mod downloading via steam, but you asked for simple.) Feel free to reach out to me privately if you'd like to discuss the issue more in-depth over Discord/Skype/etc. [/quote] this could be something left to the [url=https://forums.nexusmods.com/index.php?/forum/4301-vortex/]V
Planets are ok, but resources... Damn, too many things need durantium and there's not nearly enough. I think some of the durantium requiring improvements should be "free".
thanks a lot! I'll try that :)
I'd like that mod :)
[quote who="Nibelung44" reply="5" id="3742761"] Oh by the way, this was a thumb down for me. Bugs that have been reported something like twenty times since a year are not fixed? Come on. What I dislike the most is when developers pop in and they 'do you have a saved game' or 'we never heard about this one', in a pseudo/fake naive answer. As if people are not constantly asking for bugs to be fixed, bugs that can be spotted by a new player as soon as
[quote who="lordduzi" reply="11" id="3733062"] IMHO, there is enough penalties for playing wide. Huge map, hundreds of planets to colonize, dozens of races. Government 4 colonies. If you play Karyn home world, 3 of your 4 are gone. Oh research governments you say, great, now I have 12. How about eliminating home system colonies, hey Mars, from colony limit? And adjusting government limits by map size. [/quote] colony limits should be calcu
[quote who="thorbalt99" reply="8" id="3732973"] Quoting Nilfiry, reply 2 They are over-powered. Carrier modules need to have a hard limit or increased mass to limit the number of modules you can put on a ship. Otherwise, you can just pack carrier modules on 4 huge ships and run around with 4 ship fleets hitting the 64 ship
[quote who="Larsenex" reply="4" id="3732668"] I think the original poster would have been really put off with pre-crusade starbases if he is unhappy with the system now...... [/quote] I play the game since its release...
Any chances of having this looked at for 3.1? https://forums.galciv3.com/491562/galciv-305-bugs
[quote who="scifi1950" reply="8" id="3732153"] I just noticed that Frogboy's version says Intrigue 3.1. I have the base game with the Intrigue DLC on Steam and the most current release is 3.05. Are the Dev's holding out on us? Playing favorites? Sucking up to the Boss? [e digicons]}:)[/e] [/quote] Frogboy is likely using a development version not yet released to the public. Latest official is 3.05.
they do seem a little OP. When the AI has carriers, I counter with beam ships and range extenders. It cost resources, though. But I destroy the interceptors before they can touch me and by the time the other ship comes in range, my fleet can fire again.
is a fix coming soon? It's kinda annoying to see my games ruined :(