[quote who="EleventhStar" reply="39" id="3560190"] I agree with putty. It definitely feels like your carry over points are lost unless you have a tech queued up. example: end game i can queue up techs and research 3+ per turn, but if i don't do that and switch to a different tech path, i can only do 1 per turn. Might be confirmation bias on my part tho, ill have to pay more attention to it. Same if i don't queue up but just select 1 each, a lot of carryover is lost then: it
Vid-szhite
The points don't vanish, they just don't get applied until next turn, after you've told the game which tech to apply it to (this way you aren't forced to apply it to anything you don't want). This is why it suddenly goes from "5 turns" to "2 turns". It doesn't apply immediately because what if you click the wrong one? Exactly. So it applies next turn. Same happens with stored construction points. I agree that you are being very rude over a minor QoL featu
Let me see if I get this right. You build a terraforming project, then when it finishes, it gives you nothing? Not even the tile it was built on? Let me put it a different way. How Terraforming is supposed to work is you pick the tile you want to build it on, and then once it finishes, you can use the tile it was built on, and only that tile. The potential tiles it shows you are the tiles that project is capable of reclaiming, but you can only pick one per project. The exception is th
If you're using any custom height maps or colors, they must go in the game's relevant main folders, not the Mods folder.
Not having this problem either. It's your files somehow.
That is bloody brilliant.
I find it amusing that you necroposted just so you could keep bitching about this.
You -can- opt out of the patch. You had to opt-in to get it in the first place.
[quote who="creedular" reply="9" id="3556164"] The remaining problem seems to be on zoom in-out-pan or just grab-panning the map [/quote] Oh, I had this problem. Turn off Gel UI. Fixed it right up for me. [quote who="a0152570" reply="14" id="3556209"] I still get this on my laptop, what i do is immediately zoom out to where it switches to icons and never zoom in past that point A real pain i wish they would figure out [/quote] Yep, ge
Because the patch went live. There is no opt-in patch right now. Try checking the integrity of your game files, and failing that, reinstalling the game.
[quote who="Icrushthee" reply="2" id="3555791"] So it's even easier to invade planets now?! Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with high defense and large population (without the vaccine tech anyway, which the AI doesn't seem to get). edit; great job on the bug fixes btw, i just posted because that
Yeah, that's called an internal name. It's in the files that tell you what stats do. Nothing wrong here. At least it's not a typo. ;)
[quote who="Bruteforcer" reply="8" id="3555896"] To the helps about killing of some maintenance: It's not the maintenance that i had a problem with. It's getting his negative balance. i had +x and the Terran put me on -1400, instantly. not after some turns. [/quote] pretty sure that'a not supposed to happen... Bug report with save, ASAP.
Major thanks!
Yes, but you need to be in your own territory, and wait a turn or two.
[quote quoting="post"] I have no idea about modding, but I was curious - is it even possible in GalCiv3 to make an ocean planet a homeworld for a custom civilization? It would be cool to play as an amphibian creatures who has oceanic homeworld and can colonize ocean planets from the begining with no penalties from extreme colonization and instead has slight penalties for colonizing standard habitable worlds until some technology is researched. [/quote] You certainly can
[quote who="ed4053" reply="2" id="3552062"] I would suggest Notepad++: https://notepad-plus-plus.org/ There is an xml plugin for it that includes syntax check and validation (both can be done automatically too) here: http://sourceforge.net/projects/npp-plugins/files/XML%20Tools/ [/quote] I use note
It really bothers me how many typos there are in the core game files. The internal name for Stellar Marines is StallerMarines. That's such a typo, it became a different word! Modding is fun because you get to find all the typos they can't correct anymore because too many things rely on it. What were we talking about again?
[quote who="00zim00" reply="1" id="3554737"] Its his home planet, its a hidden easter egg from galciv1.. You must have missed it [e digicons];P[/e] [/quote] Knowing Stardock, I can't tell if you're kidding or not...
It's like this for all factions, sadly. I'm correcting it in my custom faction's tech tree.
[quote who="thegory1" reply="21" id="3552795"] Can anyone confirm new values for kinetic masses from Railgun upwards? [/quote] All the values are 18 now, from start to finish, except Durantium guns, which are unchanged.
Some feedback: early game kinetics are still useless, not enough space on small/tiny ships early game. You need larger hulls and miniaturization tech, but at least pulse cannons on up are usable again.
I just saw my custom faction send a constructor across the map, then change it's mind once it gets there, turn back, and start mining next to its homeworld. Yay for progress?
Yep. I submitted a ticket.
Ever heard of a Swiss Army Knife? It wouldn't be called that if there was no Swiss army. Build a military.