Ash_Paradox

Ash_Paradox

Joined Member # 3218001
5 Posts 47 Replies 620 Reputation

So it seems Galciv 3 got the 'Spiffing Brit' treatment - basically finds an exploit and just breaks the game with it. As it happens the exploit seems to rely more on breaking the game by slowing the game right down, rather than exploiting some dodgy/leaky game mechanics, so that's gotta be a positive! I'd be interested to hear what the devs make of it? :) https://www.youtube.com/watch?v=0zz2ZnhBe0g

11 Replies 76,734 Views

[quote quoting="post"] Another big area I'm seeing is that top players are extremely good at expanding. Seeing players with over 10 colonies in 60 turns makes me a bit sad because it means that we still haven't done enough to reward playing tall. [/quote] As much as playing tall shouldn't automatically be penalised, this is a game where you have ludicrously massive galaxies with literally hundreds of stars, each of which is surrounded by multiple planets (at least in m

12 Replies 102,935 Views

[quote who="Gauntlet03" reply="1174" id="3722800"] Verifying the cache after installation of GRM will break that part of the mod specifically. Most of the time, this error comes from not overwriting the .zip files that go into the game's directory. These files are what define the ship and object files for the mercs. Even though copies of these files are Also present in the directory directly... The .zip files are also necessary. A fact which each version of GC

1,416 Replies 4,493,897 Views

Hello, Apologies for this, recently having difficulty with GRM - I've installd the My Games/GC3Crusade folder contents to the right folder, likewise the Steamapps/Common/GalCiv3 content. Unfortunately, most of the mercenaries in the bazaar are completely greyed out and I'm unable to hire them. Oddly, one or two are visible but most are just blank as though missing. This has been the case since the most recent version of the mod and Intrigue (I've used the mod pretty much since

1,416 Replies 4,493,897 Views

Thank God - more opportunity for more food, since it didn't seem possible to generate enough of it at a reasonable rate. I'm hoping that eventually I can reach a stage where I can colonise a planet and it not take an eternity (since apparently I can't get as strong an economy either in this game compared with GC2...)

51 Replies 1,193,445 Views

All this is great and all, but I hope 2.9/Intrigue promises to develop the cities mechanic more. There's nothing more frustrating than hitting the population cap upon making planetfall, or having a massive approval hit on Turn 1 because you have 10 pop and only capacity for 5. Or eating up oh-so-many tiles to make a settlement halfway useful (and thus negating their usefulness). As it stands the mechanic only seems to make an already slow-paced game slower. I wonder if it mightn't be

30 Replies 172,003 Views

I hate bumping, and I'm sorry to have to do it - really just want to get as many as I can for this and I'm pretty much out of different places to advertise it! Survey closes at the end of the month - any extra people willing to take part, or who you can cajole or forward to take part - will be a massive help. Thanks to any who have, and thanks in anticipation of any more!

2 Replies 38,248 Views

Bump - the survey closes soon - the more I can get the better. I'm happy to share my findings with any interested parties. If anyone can spare a few minutes to fill in and/or cajole a friend it would be a massive help. Many thanks

2 Replies 38,248 Views

Hi all, Appreciate not many people know me around here, however I wonder if I could beg a few minutes of your time to assist with my Masters research - don't worry, nothing too onerous and it'll take maybe 8-10 minutes: I am currently undertaking a MSc in Forensic Mark Comparison at the University of Wolverhampton - the focus of my study is to determine whether infrared 'ni

2 Replies 38,248 Views

Agree with this. I always liked having the minors expand and be diplomatically and militarily important and relevant - albeit without the ability to culture-bomb them (and no UP presence). It does feel like a step backward to turn them into Civ-V city states. In GC2 I gave them different AI profiles and GC3 I used a 'minor is major' mod previously :)

18 Replies 67,813 Views

[quote]But if you can hold off on building a farm until you can build a hydroponics farm you get the same food output as the xeno farm upgrade without needing any resources. So it's possible that they meant you to have both and have to decide whether to xeno farm now and use resources to upgrade later, or wait until you can get hydro farm. But nobody knows that except the devs.[/quote] Yeah that's what I ended up doing in my last little dip-my-toe into the game. Tech tree

40 Replies 149,071 Views

Time to crack open another new campaign (I was unprepared for the food mechanic so got trashed!)... Really love what you guys have done with Crusade from what I've seen of it so far. It feels like the game GC3 was supposed to be more now. I very much like the new starbase mechanic of Crusade. Always hated clogging up shipyards (this was as true in GC2 as in GC3) that were supposed to be churning out warships or colony ships... I quite like

40 Replies 149,071 Views

Would it not be possible to replace the custom ship appearnace with a generic one for the player who doesn't have the custom civ? (So, the only one who sees the custom-looking ship is the 'owner', with everyone else just seeing a generic-looking ship which has all the same abilities, properties and attributes of the custom ship)? I'm surprised that wouldn't already be the case, after what happened with the many penis-monsters in Spore! XD

190 Replies 470,852 Views

Hi, Has anyone noticed a CTD issue upon activating the Galactic Bazaar? My game crash-errored and I ended up sending a report to devs... Appreciate this is potentially mod-related as I do use a few, which have never posed me an issue in past vers. I use Gauntlet's Race Mod as well as a few others. Is this potentially the problem? Not on that machine right now - will give a mod list asap, but I just wondered if any mods were known to cause such

66 Replies 199,899 Views

[quote quoting="post"] Politics. I am probably alone on this but it's a big bugaboo with me that we don't have more politics in these games. Did you know the original OS/2 version of GalCiv back in 1993 had political parties, elections, etc? And I wrote that by myself. That's how big a deal I considered that game mechanic when trying to run an intergalactic society. [/quote] Do we take that to mean that elections are going to be coming back t

53 Replies 356,670 Views

I don't mind Mercs too much and am not sure it deserved quite as much hate as it's been given, but it could benefit from some depth. I like trying to gobble up anomalies and getting paid 100bc every time I pick one up is always going to make me happy in the early game given that I manage my economy about as well as George Osborne. I would like to see more, and more diverse, mercenary vessels either through further dev or modding. As the game goes on and

16 Replies 90,873 Views

Absolutely second this. A really useful bit of info to have that would help make things more efficient for the player. On a similar topic, while I do like the queuing of constructors for starbase upgrades from the starbase screen, I'm not entirely sure what governs which shipyard builds the starbase - I'm not sure it is necessarily the geographically nearest shipyard, when in fact it probably ought to be. Even if a further-away shipyard could produce the

3 Replies 6,664 Views

Well whatever bug had stopped my game in its tracks, this seems to have fixed it. I played about thirty turns last night without issue. And the game ran lovely and slick too. Best patch yet! Thank you stardock!

10 Replies 17,452 Views