[quote who="R-T-B" reply="8" id="3542088"] "Currently I save my game and start a new game and use the console to give all technology and design the ships." Is there a chance I could get this console command? Would be handy. [/quote] hit the "~" key (or the ` key, really) and type in the word "unlock" - no quotations when you type it in, though, just the word unlock. I'm glad to hear it's being fixed! [e digico
Turkwise
[quote who="JorgenCAB" reply="5" id="3542010"] Currently I save my game and start a new game and use the console to give all technology and design the ships. Then I go back to the game... load it up and equip it. It is a bit tedious but I don't design all that often and when I do it take 30-60min depending on what I do and how many designs I have to do at that time. [/quote] I do this too, but for me an important part of the game is spontaneity - being abl
Yes, I hate this bug. :( It's no fun when you have to start a new game just to design a ship. If this isn't fixed by release I will be very, very sad. Here's some more pics to illustrate - the first picture is a ship made in a new game, the 2nd picture is the same (ish) ship made in a loaded game...3 is Mr. Happy and Mr. Sad, 4 is one ship (sloppily) designed at two different times. (started in new game, finished in loaded game) <img src="http://i
As far as I can tell, there's currently not a way to do this, since you can't control what planets spawn around different types of stars.
[quote who="erischild" reply="5" id="3534880"] I can see the devs trying to compromise, but I worry about the whole tone of throwing the starbases and constructors out. [/quote] Nobody's advocating getting rid of constructors and starbases. Those are important parts of the game. It can get a bit ridiculous trying to manage multiple starbases around multiple planets though, that's the problem - and it will certainly be an even bigger problem
The stacking mechanic is most certainly not fun, in the current state of things. It distracts from the actually fun parts of the game by taking up a lot of time to place the bases, order constructors, upgrade them all, blah blah blaaaaaah. It's a huge hassle that I don't really want to bother with, but I don't want to feel like I'm not playing the game well, either. I agree with the suggestion that starbase effects should not stack...however
[quote who="Ashbery76" reply="11" id="3535195"] It's a shame the game is only getting serious A.I development for a month.I suppose great A.I does not improve sales very much. [/quote] Read this: https://forums.galciv3.com/462863/page/1/#3533822 And don't be so irritatingly cynical.
People who judge a game on visuals aren't really into "depth"....
On the dev stream it was once mentioned that they were working on a ship component that buffed the fleet, but exploded when the ship was destroyed. I don't know if that will make it into the final game, but if it does, that could do the trick and enable modders to mod a just-for-explosions component into the game.
I'm not gonna scream for a refund, lol, but I'm soooo disappointed that light/window colors are still broken in the ship designer (in saved games, not new games), especially with custom races now. I'm sad. :(
[quote who="Publius of NV" reply="20" id="3534105"] Quoting Kael, reply 19 Turkwise you are my hero! Hey, what about me? [e digicons]:grin:[/e] [/quote] Yep, <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl21__LinkUser" class="hand" title="Click user name to view more o
[quote who="Publius of NV" reply="15" id="3533823"] I just tried creating the same race over again (from my last post) and it worked. Took all the same choices. This might be a red herring, a real long shot, but when I did it the first time, while entering information in the Race Overview window, I hit the tab key to try to advance to the next field (which it doesn't do). I wonder if having a spurious tab in the race name causes the problem? [/quote] &n
-
Observations from testing: -Most races can't colonize Barren worlds with any level of technology. -Races with "Adaptable" and any tech tech tree other than Yor can only colonize Barren worlds until they research Extreme Colonization. -Races with "Adaptable" and the Yor tech tree (including the Yor) can colonize all three. - Races with the Yor tech tree but not "Adaptable" can colonize as though they have Extreme Wor
I seem to crash every game I play, I don't feel like I've gotten to enjoy this Beta very much. [e digicons]:([/e] I'll see if any of them are repeatable, tomorrow or Sunday when I have time/energy to do so. But I will say that just now the Terrans offered me (a custom faction) a trade (before I had Universal Translator? I think.) and it showed up as them proposing giving me 150bc for nothing on my end, and saying "this is fair." Trying to accept th
I have a question, is the Iconian tech tree currently the Base tech tree? I don't see anything unique at all in their tech. Also, I spent about 3 hours making custom races. So much fun.
There are 8-planet systems but they are rare.
[quote who="BuckGodot" reply="2" id="3532340"] Quoting Turkwise, reply 1 The one really big exception is, as you point out, the hyperion shrinker. It's carried over from past games, but with the changes to miniaturization and capacity, it doesn't really fit in. It's more like a hyperion grower. <br /
Also I learned that, apparently, research costs go up over time? The first tier of techs took 2 turns for me to research (at 29 research/turn) but as I continued the game (not building or changing anything) those same techs - the ones I didn't grab early - took 3 and eventually 4 turns to complete, still with 29/turn. I don't mean to change the topic, but I didn't expect that to happen, and it made testing a bit more confusing. But I still saw zero evidence for w
[quote quoting="post"] 1. Miniaturization which actually reduces the size of the components we put on the ships. Life support A was 10.. now it is 6 2. Capacity/Efficiency bonuses, which increase the available space on a ship. [/quote] That is how it works 99% of the time in the game. System tech branches offer miniaturization specializations for those systems, while engineering offers hull capacity increases.
After doing some very quick testing, it looks like research overflow isn't working in any way. Every time I try, left over research points are lost, are not applied to the next tech you choose, or the next tech in the tech tree. The developers once (at least once) said that research overflow is in the game, but not communicated well to the player, but as far as I can tell it isn't in the game at all. (except with ideology traits) Maybe they believe it is in the game, but i
[quote who="BuckGodot" reply="13" id="3532150"] That's strange. Because I've had cases where I thought I had a whole bunch of research get flushed down the drain. Usually when I find out I only have a small amount of research left on a tech before going to the next one on the next turn. Might have to fire up a game tomorrow and triple check for this on my own system (Too late at night for me to do it right now). [/quote] &n
[quote who="eviator" reply="11" id="3532093"] Quoting mortili, reply 9 the point is that overflow doesnt change much when it comes to micromanaging also, research overflow did work in Beta 3, production overflow not, didnt test it in B4, but assume it is still the same Ec
It is shaping up to be better, in my opinion. It is already quite different from GC2, even if screenshots don't make that immediately apparent. There's a lot more than just tweaks and hexes in there already, and a lot more features "coming soon!" (as the in-game tooltips will tell you) The balance and AI are also (as of Beta 4) not really there. I haven't played the game in a while, because every time I try to, I just end up saying "oh, I wish I could do
A dev posted on the Steam forums (somewhere on there, don't remember the topic) that GC3 does not currently support Windows 10 and will not until Windows 10 is officially released.