[quote who="pshaw" reply="5" id="3607215"] We'll have a fix for this in the opt-in branch and it should be live soon [/quote] https://forums.galciv3.com/473915/page/1/ here's the relevant info - looks like they stayed late @ work to push this out 0-day..
tid242
great turn around on this guys..
[quote who="OsirisDawn" reply="46" id="3607192"] It is strange. With GalCiv2 i always had the feeling Stardock has some razor sharp design plan, which i really liked. With GalCiv3 i feel they are all over the place and unsure how to proceed. [/quote] I feel like GC2 was fairly locked down by the time I started playing it, and I also had no expectations (this was slightly pre-twilight expansion), expectations really make a huge difference on my impression
[quote quoting="post"] Current "leave my territory" mechanics is just unfinished. So you have a hostile civ that does not like you and parks all his ships near your HW (of course). Ask them to leave? They won´t. Well, what other options do you have? I guess in that case, you should be able to attack their ships in your ZOC without DOW, albeit with big relations penalty . [/quote] So... I realize that this
This is a really great thread, I hope that it could be addressed by the dev stream this Friday, or by the devs in general in future patches...
I will not be available for the stream, but could someone please ask Paul (or point out) the issues highlighted about excessive ship movement speeds (ships having 60+ moves/turn that can win an entire war in 1 turn) highlighted here: https://forums.galciv3.com/473869/page/1/ Also, someone please snag an elite founders for my brother, if they're still doing the raffles/drawings for those ;p cheers
[quote who="00zim00" reply="13" id="3607141"] Just a side note, to confirm the Diplomatic Bonus does not gives a + bonus to you or a race as i originally questioned in my first post. Despite there similar name they arnt directly related. [/quote] Oh that's interesting, is there somewhere to see this diplomacy modifier then? As far as the techs go that give +1 diplomacy, I assume that they modify the same?
[quote who="naselus" reply="6" id="3607097"] Because war like that isn't FUN. It's not entertaining to have 1-turn wars. There's no tension. You wipe the enemy out before he can react, which is fun the first time but ultimately reduces the entire warfare game into a chore. And if the AI did it too, we'd have the joyous experience of our best buddy turning on us and destroying all our ships and shipyards before we have a chance to react (an experience you can already enjoy
[quote who="neilkaz" reply="5" id="3607019"] LOL and I read in a different thread that you've already started up a game! [/quote] Yea, my life is filled with 1st world problems, for sure...
[quote who="neilkaz" reply="3" id="3606985"] Hmmm..Precursor Worlds DLC. OK I may have to leave work early and start a new game. [/quote] Sounds like a difficult life you lead..
very cool, looking fwd to it.. ty guys.. Edit: Question: Is the Precursor Worlds bonus frequency tied to any of the sliders? (such as the precursor relic slider?) Anyone have any opinion on whether it should have its own slider? Can homeworlds happen to have precursor bonuses? Just fired up a game and immediately stumbled across a precursor manufacturing world - adds some great flavor and reminds me of the rare 700% precursor bonuses from GC2.&nbs
[quote quoting="post"] I saw on another website, explorminate.net, what appears to be a early release of the 1.5 announcement (plus new DLC) that was dated for today. I am hoping this is true and very excited. Any word if indeed we will get the official update today? thanks [/quote] It's listed as a DLC for sale on Steam, hasn't made it onto my list though (I get it for free)... You're right though, it
[quote who="Syntax_VI" reply="5" id="3606864"] Hi tid242, thanks for the report, but that seems in line with the complaint. Only economic, mining and archaeology modules are being built. Military modules are being completely ignored. I had one game that got into the 500 turn range, I used god mode before I ended it, couldn't find one military upgrade on any starbase by any AI. So for whatever reason they've ju
[quote who="Ticktoc" reply="5" id="3606846"] Quoting Kazzerigian, reply 4 It makes you wonder what it takes to make those numbers much lower! Reduced 36% <img style="vertical-align:
[quote who="tid242" reply="3" id="3606764"] Quoting Syntax_VI, reply 2 Has anyone noticed if this was fixed in 1.5 opt in? It's frustrating that the AI now ignores starbases -.- A couple of hundred turns into a new 1.5 game and have yet to run across an AI star base with
The issue with range is that it allows different weapons to get "first attack", but no, ships won't kite. Kiting would really change the nature of the combat system in general. Think of 'range' similarly to archers in many other combat games, they get to attack first, but they don't kite the cavalry and cheese them to death, they just get run down when the cavalry gets to them even though the archers kill some of them off before that happens...
[quote who="starkers" reply="5" id="3585596"] I think the sky has already fallen... that's why we walk around with our heads in the clouds and are completely oblivious to the mounting issues all around us. [e digicons]:S[/e] [/quote] Yes. Basically, it's over. But one would also be foolish to welcome a paradigm shift (as the OP suggested), or the ending of an era - historically not many people make it to the ot
[quote who="Syntax_VI" reply="2" id="3606626"] Has anyone noticed if this was fixed in 1.5 opt in? It's frustrating that the AI now ignores starbases -.- [/quote] A couple of hundred turns into a new 1.5 game and have yet to run across an AI star base with more than the default attack/defense. Not sure about other mods though. They are def building archeology modules tho.. (current game resources are turned off).
I must just chime in that it seems like +1 diplo every time you build a building seems insanely powerful to me. No idea on whether it's working as described, but building 10 buildings and getting +10 diplomacy seems really broken. Just saying... [e digicons]:|[/e]
[quote who="eviator" reply="34" id="3606617"] Wait, the "Diplomacy patch" has just two additions to the diplomacy options? [/quote] Yea, I was wondering about that as well. I assume that some of it just got back-burnered for the time being... No complaints, just funny.. Also, the "Precursor Worlds DLC" was mentioned earlier ... was there an announcement somewhere that I missed? The only mention of it that I can find is
[quote who="thefinn12345" reply="30" id="3606557"] I'm just wondering where characters fit into this? (Generals, Admirals, Spies etc..?) [/quote] Spies will prob be included w/ the espionage system - which will be an expansion (not dlc/update). there was a lot of discussion of the commanders/captains/governors - not sure what was ultimately decided on - I feel like I wasn't on the forums much when it was a more discussed issue t
[quote who="Philocthetes" reply="22" id="3600255"] I still want to be able to build starbases into full-blown colonies. Planets are for primitives. [/quote] This would be a particularly interesting element of 'synthetic life'... But yea, this idea in general could lead the game to be taken in very interesting directions. For example, they could require the mining/destruction of asteroids, planets, stars, ships, humans, etc.
[quote who="xpadd91" reply="29" id="3606412"] I saw AI Scout Ship investigated " graveyard of ships " , and does not decrease the 100 hp. As AI <span cl
Yea, I always just use one of these types of services... http://www.datafilehost.com
.sav file available here http://www.datafilehost.com/d/e25ce073 the assets in question are those that are dark grey toward the lower left edge of the explored map - they include a planet called "shadow's shield' which was a custom race AI homeworld and a couple of starbases and the like in the vacinity. Note, the player color is orange/red - so it's as though some of those asse