First I should mention that at turn 186 in an Immense game, I started running into very frequent freezes (not CTDs). I then loaded the OPTIN patch 2. I then was able to continue, and the performance seemed much better (I have 8gb memory). So far so good! Now on to the meat...of course I was very interested in the culture bug and the Hot Fix. In the game mentioned above, namely https://www.dropbox.com/s/9e4gz76vktlzhom/Culture %20Check.GC3
Bamdorf
LOL literally minutes after my post, a notice on the opt in patch that likely will address this. LOL!!
Hey, I feel like maybe I am helping...not just complaining (re influence bug)! Good work.
Recent Influence discussion: https://forums.galciv3.com/460706/page/1/#3521246 I have sent tickets on this as well. Save games, Screen shots, etc. It is really the worst game breaker I have seen. This is the thing that discourages me from playing now. Play for hours and then a "rift of doom" someone called it, comes to life and kills some of your planets. It does seem like the
[e digicons]8C[/e] , I notice that my power number was dropping relative to the AI in a situation in which I knew by checking that I was outproducing them. Very mysterious. It took a bit but I realized to my horror that I had been using my template to build ships instead of the ship design. So I had built a bunch of empty ships. I don't know how I did this...probably a naming screw up. Our minister of production was sacked, clearly t
I remember the Drengin doing this a couple of times. Don't recall the Yor, but it is a rare thing --- to me. I think it has been mentioned before, but you might want to put in a ticket.
Here are some actual numbers. In a current game Earth has four factories (bonus 225%) and four labs (bonus 190%). Bonuses include starbases, etc. Both manufacturing and research have the same base production: 37.9 (From the colony display). Without a research project running, this gives Man 100% -> 123 while Res 100% -> 106 with the other outputs zero. It doesn't matter where the social/mil slider is set (for
I think the take home here is that if you are concentrating on factories in a world, building a few research buildings (aside from bonus tiles perhaps) doesn't make a lot of sense. If you desperately need some research, you can commandeer your factories, but it won't be nearly the research production as if one had built mostly research buildings, and it will throw away a ton of manufacturing. So my feeling is that, yes, it feels wrong, because misusing your factories is w
Since I saw the suggestions to lower video settings, etc,. I tried running a Tiny game with all the minimum settings. Well, I don't know if I have a meaningful sample, but my rate of freezes (not CTDs) seems to have increased over my Immense games with video settings high! Now it is true that turning down the video setting drastically increased the frame rate, the smoothness of scrolling, etc. But as I say, in my case it doesn't seem to have anything to do with fr
My message back from the devs suggested that the immunity to assimilation that Malevolent Ideologies have is not working correctly. Clearly the calculation of influence effects is broken, they are on it but my message said they have no ETA for a fix.
[quote who="DivineWrath" reply="5" id="3519396"] The Paladin would be reasonably effective as the balanced approach shifts 2/3rds of the weapons and defenses into other types. You are ensured that at least 2/3rds of your weapons, and 1/3 of your defense is effective against what your opponent has. In addition, the square root of the off-type defenses would apply to defense. However, a Paladin would lose its effectiveness if pitted against another Paladin, as it would be facing
I have no excuse. Although retired, I saved up while working and could easily afford it. Just brain freeze, I guess.
I suppose one thing I would like to check out is whether in a large+ galaxy the best policy is to shoot for a Paladin type build. Roughly even weapon and shield type of every type. Not ideal against a particular build, but well-rounded. And simple minded enough for people like me. Or, is the best thing to build a fleet with different capabilities, sort of like a paladin broken up into three vessels, each one with offense/defense that is either beam, missile, or
[quote who="thenewteddy" reply="10" id="3519274"] While I agree with all the individual points outlined, I fear as a whole, they lead to a game where you are racing around the map trying to do 20 things in 5 seconds. That's not the kind of game I want, and, again, while I agree with all the individual points presented, would be rather upset if too much development time were spent trying to turn the game from a marathon to a sprint. [/quote] Well, what he is describ
Whoo Hooo! Note the influence of Scherer II, III, and IV was in the hundreds, while the influence of Scherer V (Yor) was less than fifty. Light blue border is Altarian, Purple border is Yor influence.
Just to see if it works I am displaying the image that shows weirdness:
[quote who="trumpeter87" reply="10" id="3519062"] Thanks Derek! And thanks dev team! Keep up the great work--the game has been fun for a while, but now it's getting really fun. [/quote] In retrospect I made a huge mistake not paying 100$ to be a founder. Despite the freezes, bugs, etc., the sheer fun of watching this thing come together, not to mention finding out the nature the galciv community and the nature (communication-wise) of the develop
I have noticed elsewhere that the devs have decided to allow upgrades for free until release. So in principle that's not really a bug. Sorry, I had missed that discussion. So the cost of upgrades with a governor or not is zero. But what I noticed is that using a governor, there isn't a pop up telling you what the cost WOULD be, as there is for single ships upgrades. Sorry again for perhaps introducing some confusion.
[quote who="androshalforc" reply="9" id="3519244"] Personally i would love to have a little checkbox mechanic for surveys click manage ship under survey select the type you want your ship to go after . ship graveyard [ ] artifacts. [ ] wormholes [ ] space junk [ ] [/quote] This seems eminently reasonable. And makes total sense for what the capabilities should be.
[quote who="ThoseDeafMutes" reply="17" id="3519069"] /snip/ a beam from the Earth to the Moon (~1.3 light-seconds) the intensity of the beam would be 1/4 of what it was at the source /snip/ [/quote] Still 25% after 238,900 miles (384,400 km) ? What ranges are you proposing for space battles? I stand by "gradual". And how long would a missile take to go 1.3 light-seconds? If you were able to manage a veloci
[quote who="ThoseDeafMutes" reply="15" id="3519004"] Quoting Taslios, reply 14 /snip/ Lasers (literal lasers, not the class of weapons in gal civ) would bloom out in all directions and probably still hit targets in a fair radius, but as the beam de-coheres over distance like that, it also loses its abilit
[quote who="Illauna" reply="2" id="3519051"] You can rename a shipyard or Starbase by clicking on the name. [/quote] Just one of many things I have failed to discover in 150 hr of gameplay. [e digicons]:blush:[/e] Thanks for the note.
You actually care what the filthy Drengin think? [e digicons]:grin:[/e] I agree, naming of starbases would be useful.
Judging from Galciv 2, I think confidence is very high that most or all of the OPs points, which are good ones, will be addressed. I have been playing Galciv 2 (back and forth with GC3) as part of the Community Update project (I think I actually caught one minor bug! lol) It has pretty decent tools for managing stuff. I hope that there will be, eventually, even better stuff in GC3.
[quote who="ThoseDeafMutes" reply="39" id="3519027"] Quoting charon2112, reply 38 Just a question for you history buffs, what was the primary function of the planes on a carrier? Reconnaissance, interception of enemy aircraft, striking enemy warships, striking ground targets.