I play with a custom faction and used the Terrain ship design when setting them up. How do I create a totally custom fleet so I no longer see the Terrains manufacturing ships I custom make in the ship builder? When creating a custom CIV you do not have the option to start without a ship template.
PalaceGuardian
[quote quoting="post"] New wish: I would like the wormholes to appear different than normal anomalies. Same for the defended anomalies. [/quote] I also wish you were prompted before your survey ships fly through to a far side of the galaxy and are out of the game for a hundred turns (Ludicrous Map). Or the option to set to avoid them fleet wide.
[quote who="Frogboy" reply="4" id="3711114"] I’d love to see more DLC like that added. But we take a lot of negative reviews of the game for merely having DLC so we’ve canceled most of the DLC projects we had. [/quote] If you do what Microsoft did with Halo 3 and have a different studio make your DLC, perhaps you could have the reviews separate on Steam. Of course the company would be run by someone like you with a contract from stardock inc.
Try it and let us know.
If they are destroyed you lose the points. It's like the administrator or one of his underlings (the admin point) was killed on the ship. However, if you know your ship is going to be taken out or is in an unsafe location, decommission the ship and you will be refunded the admin point.
I see you figured out your problem, but some other people may have a similar issue when you have too many players for the quantity of stars and habitable planets you selected pre-game, in game first turn they are destroyed.
Will be fun!!!
I have noticed what appears to be the AI cheating with sensors repeatedly. When they have a ship or fleet with very low sensor range they always find my survey ships regardless of how I move away from them. They could be a couple hexes from my ship and have 3 or 4 more movement than mine but find me regardless of how I fly off and turn later. Still love the game.
Speaking of the Bazaar, it would be nice if instead of a limited handful of named ships, there were an unlimited quantity of different classes of ships. If you have the cash, you dont need to have any production on your planets, you may buy a contracted military.
[quote who="Ryat" reply="12" id="3709902"] Quoting jirkaesch, reply 11 But still, there should be few turns cooldown, before we hunt down all these underground resistance folks, to have them implanted. Nanite infusion into the atmosphere. Everyone will be implanted within days if not hours. Le
Could tie it to espionage as a game mechanic too. That is the sort of thing a spy should inform his government of. Spy's should give reports in a popup message of various things that you click on the espionage tab you want to be informed of. To your point there should be a diplomacy option for allies to share information like this. Gal Civ 3 is such a massive game, especially when played with 100 CIVs, I wish we had a Bureau of Information Tab we
Unfortunately, That is one of the perks computer players have on higher difficulties. Hopefully someday the only perk will be better AI. I would rather they have triple the cash and production than faster ships. An option to turn off super fast Computer Player ships would be well received.
[quote who="courtneyme109" reply="6" id="3709614"] No mis clicks on this. Try it. When you colonize your first few planets and are awarded an ideology choice... [/quote] This is the confusion. You are not awarded anything. You have sufficient pointage to unlock an ideological choice at its current price, hence it is lighted up. If you choose instead to buy something else with your ideological currency, then the price increases
I like the perks but dont like restricting game mechanics like missions and the galactic market to certain governments. Perhaps a better idea would be cheaper missions and better market prices for certain governments instead of restricting them outright.
[quote quoting="post"] Even if you have enough memory, picture the pathfinding for 50 players (and GalCiv III supports 128 players) if there's 650,000 tiles to potentially go through. Path finding is what most of your turn time gets consumed by... ...So now you know why we keep trying to roll back those big maps. [/quote] Would it be possible to code the game to pathfind by sector, except the first and proximate
[quote who="Triple_Crown" reply="3" id="3709149"] If I understand correctly, there is nothing about supply and demand - its just that price is determined according to how much this or that is mined... A good idea ruined again. "the resources appear by magic". [/quote] It is a game, the mechanic is sound and improves game play. Another way to get resources, like the "magic" of paying scavengers to find resources that magically appear from dead worlds you c
Would it be at all possible to add a technology to the tech tree that allows recovery or reclamation of tiles destroyed by invasion? It really bothers me seeing those tile perks on destroyed tiles I can never have again.
Looking Good. Im looking forward to the new colonization variance more so than the new government options.
[quote who="ForesterSOF" reply="4" id="3708499"] I usually update my designs after a tech is researched... Can we have the option in the options to have the design button show. [/quote] Concur. I do the same. Would be nice if they added an advanced option in the options. New players wouldn't be overwhelmed and people like us, don't know how many would be happy. I don't think an extra option ever turned someone off from a game. <p
I just noticed in my game, dont know if it is a bug or by design, but I captured a planet with the anti-matter power plant (One per Galaxy), I didn't want to defend the planet and the improvement being undestroyable, so I destroyed the colony but was not given the option to build a new anti-matter power plant on any other planet.
I play a custom faction with the Vigilant Techs, the movement penalty is not for foreign ships but enemy ships. I cant confirm what you say about them ignoring it with AI players though.
Great ideas. In addition perhaps you could contemplate some class of planet where it is possible to somewhat colonize at first without specialized tech but then research on the actual planet to solve some type of problem unlocking full colonization options. Nevertheless, I like your trajectory.
Speaking of anomalies taken out, what happened to the ones you had to fight to get? I haven't seen one of those in a while either.