I forgot to mention If I clear all the pre-end turn alarms (like idle ship) and get to the point where I can end the turn the game behaves normally again; I can save and build orders show up in the queue. But until I do that there's no saving the game and build orders don't show up.
putty101
@naselus: Attacking the original poster's reputation is doesn't really do anything to forward the game's progression. Making star bases/modules more expensive (or as you suggested prohibitively expensive) is not the solution (not that it couldn't be a topic for another thread) to the annoying SB spam problem. Making SB effects 1/planet is a simple, elegant, terribly obvious solution and the dev's not doing it feels like them giving us the middle fin
[quote quoting="post"] I have had this problem since updating to 1.41. After some number of turns, between 2 and 20, I notice the game does not respond to some actions such as changing production focus, giving actions to ships, building on planets. Ships still seem to move, but it is not possible to end the turn. When I press escape to look at the menu, "Save game", "Load game", and "Main menu" are greyed out, and the mouseover says "Please wait until ship movement, bat
[quote quoting="post"] In other words, starbase benefits should not stack with other starbases. Otherwise, 90% of the time spent on games will be building starbases to surround your planets (which is a rather tedious chore). Currently the dominant strategies are either: 1. Colony spam. 2. Starbase spam. 3. Do both. 100+ planets with 5 starbases means the construction of 500+ starbases. Each starbase re
Technically, everything is in space [e digicons]:grin:[/e]
[quote quoting="post"] Fixed a bug/exploit where if you asked for enough from the AI it would overflow and forget its value, giving you everything it has for free Fixed an issue where you can offer more credits per turn to the AI than you can actually pay [/quote] Along the same lines if you trade away resources like harmony crystals and precursor nanites (not that anyone would trade those specific ones
[quote who="Thecw" reply="1" id="3568835"] I'm sure other people have noticed this and just don't really care about ship range enough to post anything. After all it does take a back seat to sensors and engines (which were similarly broken the same time as sensors). But it would be nice to see the devs care and have it fixed. Before you start to say that other people don't care about something and don't post abou
Anyone around early in the game's official release (I forget what version) remembers the dev's blunder when they "fixed" sensors by making the mass to range ratio the same for all tech levels (making anything beyond the first sensor useless) Well Life Support is still that way, the mass to +range ratio is the same for all tech levels making any module beyond what you start with useless (unless you want to waste research points and increase the cost of your ships without
Originally I was going to title this post "kinetic weapons" but that one is way more fun =) So my thoughts are these: yes back in v1.00 kinetic weapons did need a buff, they were way too massive vs missles/lasers to be viable. But I think the devs may have gone too far (by "may have" I mean did). No, I haven't officially crunched the numbers on a calculator but I'm pretty sure kinetic weapons do about twice the damage/second/mass/tech lvl as missiles or lasers. So I re
Although I'd be fine with a cap on engines per ship (space empires still friggin rules) I don't really have a problem with the current system, it seems pretty balanced (unlike sensors) they take up a fair amount of space and they get costly quick so if you do want a ship with tons of moves/turn it's going to take a lot longer to build and be far less effective in combat. It works for me.
Right on TurielD, I was about to say the exact same thing: people that don't understand enjoying a rewarding challenge and balanced game play use the word "nerf" As I said in my first post; ship capacity shouldn't be the primary factor for sensor range. Sensor tech level makes sense to me but maybe another modifier based on map size is the solution.
[quote who="Larsenex" reply="4" id="3564811"] Man, can we stop with the nerfs? The CEO of STARDOCK uses sensor stacking, the lead developer uses SENSOR stacking. Its a feature not a bug. I never ever will get why someone will call for nerfs to a solo player game. How I play the game (which I LOVE sensor stacking) is not hurting you in anyway. You play without them fine. Make yourself a mod and have it be a unique ship part that way you can only equip one. Case closed.&nbs
[quote who="naselus" reply="2" id="3564792"] The devs don't. In fact, they're intending on teaching the AI to do it. Besides, on the really big maps, sensor stacking is positively required. [/quote] Really? It's required? You just gotta have a single ship that sees out 120 hexes, you couldn't possibly manage say a handful of ships that have a vision of 25 instead? Are you sure you heard the devs talking about doing for the AI? I'm pretty sure t
This post assumes devs and players alike consider being able to see the entire map with a single ship loaded with 30 sensors is a bad thing and not an intended game play mechanic. If that's not the case then there is no problem (other than people don't think it's a problem ). There's a couple things I don't understand, maybe you guys can give some explanation that makes sense. 1) Why do sensors stack in the first place? I
I get the same "meh" attitude tward e3. Unless Blizzard announces something, then I froth at the mouth, then I remember it's Bliz so if the game comes out within 3 years it will be early for them, then I remember it's Bliz and when it comes out in 3+ years it'l friggin rule! The end.
Ok so I figured it out and I'm posting what I did to fix it to help out any other poor soul that runs into this problem. So my Steam app (and GalCiv III) resided on an external HDD. I re-installed Steam and GalCiv III on my internal SSD (very reluctantly, since like most, my internal SSD has a very limited capacity) and everything works fine. Still no idea what on earth changed to cause this problem in the first place. If anyone figures this out I'd like to know so I c
First I gotta say that all in all this is a great game and I've enjoyed many hours of play. But I totally agree with this post, the in-game descriptions are way too vague for things that are critical game stat modifiers. A component description reads: "Greatly increases shield, ecm, and armor for all ships in the fleet" WTF does "greatly" mean? Is it a % modifier or a specific number? Greatly could mean 5 or 5000, 5% or 500%. You really couldn't put that in ins
It would be really nice to be able to set a specific quantity of each resource. "I want this galaxy to have 5 Durtanium and 1 of each relic. Also I'm not sure the relic ratio is balanced: I'll get a galaxy with like 4 economic relics, only 1 research, and no influence for example.
Shows loading screen for a few secs, then crashes to desktop every time. I've seen a handful of posts with this problem, unfortunately they all end with a ticket opened, no one posted a solution. I'm hoping there's a simple solution. I did opt in for v1.02 and v1.03 and I see Steam shows the beta is over and it auto-opted me out. Never had a problem before today, didn't change any settings. Thanks for any help.
So I'm not 20 turns into a new game and the first other race I run into is Yor, so I open trade trying to maybe haggle for a tech or two of theirs (I was synthetic too) but he was being super stingy. I wondered what it would take in creds/week for him to agree...and while I was at it I threw in all his techs...and a base...and a ship for fun. I may have gotten a little and frustrated and entered something like 90000000 creds/week (20 turns into a game, you know I'm good for it man...c
So I'm playing as the Yor, tech tree and all, cycling through my colonies managing them and I come across this matrix with an adjacency bonus! It has that big yellow 6 on it when I select it and an additional 30% to the colonies tech, mfg, and finance. I wondered how I got so late in a game without noticing such a huge thing. None of my other matrices had this adjacency bonus so it took some head scratching to figure out what triggers it. Turns out it's the +Population modifier from o
[quote who="Thatoneguy1989" reply="52" id="3560251"] Secondly I have screenshotted a series of turns where I use research overflow to speed up collection of lower level techs I skipped due to tech trading in a recent savegame I booted up to show you that it does, in fact, work. Here is the imgur album http://imgur.com/a/Eocwb [/quote] Hey thanks a lot. I checked out your pics and you did a really go
I'm not sure why sensors stack in the first place. This is the first 4X game I've played with them stacking and it just seems like a bad game mechanic. They should decrease in mass, increase in range, and slightly increase in cost and just not stack. And while I'm talking about stacking why on earth (or in space...heh) does the starbase 10% productivity bonus stack? No other modules' effects stack. Also doesn't make any sense and seems really simple to fix...at lea
No cost of research projects displayed? Seriously wtf is the point of being able to see and meticulously adjust how many research points each colony produces if there's no way of knowing the costs? Could you imagine going to a car dealership, asking how much for a car, and the salesman saying "you have to work for 30 more days for this car". I went to my boss and got a raise! "Now you have to work 25 more days for this car". Ok..huff puff...I ran to my boss and got overtim
[quote who="a0152570" reply="42" id="3560198"] BECAUSE IT CARRIED FORWARD. It is not I think, IT DOES. Was trying to say how i tested, maybe not too clear, but take your time and try it. If it is not working for you then you have discovered something strange and would send a save game in with a ticket. [/quote] Ohhh! now that you repeated yourself with caps it makes perfect sense. Why didn't you do that in the first place?