[quote quoting="post"] Is there one? If not, why not? [/quote] You can always set up a rally point and "go to" that if you like. You can even automate it.
rap33042
A recent update has borked the anomaly tooltips in the zone of influence. Hovering your mouse over an anomaly should show you what type of anomaly it is, for example, Space Junk, Capsule, or Artifact. This is no longer consistent. Now, if one of your ships has not passed by the anomaly (within its sensor range), hovering over the anomaly does nothing. This can be the cause of many wasted turns only to discover upon arrival that it is protected by Pirates or some such t
[quote who="ForesterSOF" reply="3" id="3763666"] this started with my custom race in 3.95 [/quote] I'm also using a custom race
[quote who="Moser_Alchemist" reply="1" id="3763640"] My observation is that influence shape is fine. However, the sensor increase with increasing influence doesn't refresh properly. As soon as I move a ship with long-range sensors through the area the sensors will line up with the influence properly from that point forward. [/quote] That happens to me, too, but as soon as I leave the area it gets corrupted again :-( This is a recent bug (late 3.95 or 3.96
The shapes of influence are showing up blocky. This isn't happening to the other Civs. Any ideas?
I never thought of that. And here I was ready to yell, "Bug!!" Damn those AI rebels!! Give me a little bit of time and we'll see who gets the last laugh. Arghh! Thanks, everyone for clearing this up for me, Richard
I just started a new game and twice now, at the beginning of a turn one of my ships would end up in the boondocks as if it had landed on a wormhole. There was no visible wormhole. Looky here: I have saved the game if somebody needs to see it, Richard
In Planetary Conversion it reads: "Allows us to turn convert a unproductive tile into a useful one." Should read: "Allows us to convert an unproductive tile into a useful one."
[quote who="Publius of NV" reply="3" id="3762107"] There has been a long standing request to add an option to the game to globally turn off auto-upgrading for precisely this reason, but it has never been implemented. I manually turn off auto upgrade for every planet I colonize or invade. [/quote] I really wish SD would pay attention to this request. It is one of the biggest Pains ITA in the game.
[quote quoting="post"] I've just started to play Retribution a little more seriously. I don't see the bazaar tab and I can't seem to find any reference to it in the manual or in the forums. What am I missing? Thanks. [/quote] You will find a bazaar within 15 tiles of your home world. It's the first thing I look for. Richard
Where can I find a complete list of the codes? TIA, Richard
I don't know if it was intentional to name a sytem "Pheonix "? It should be "Phoenix".
[quote who="Ashbery76" reply="29" id="3757989"] Trade lanes are pointless. Maybe at one stage, they planned them to be raided. [/quote] Long, long ago, in a galaxy far, far away, freighters could be attacked, they improved relations between trading partners, and offered a pittance in revenue. Then times changed and you could no longer attack a trade route, then a further change occurred where the diplomacy benefits disappeared. Thankfully, these benefits seem to have
[quote who="MindlessMe" reply="23" id="3757527"] Thank you for the feedback. @rap33042 I have passed the suggestion on to the team. [/quote] If this gets done, you will be able to hear the maniacal howling of a jubilant GC3 player!! :-)
I've been begging for this for eons-- please add a global option to turn off planetary building auto-upgrades. A simple checkbox would be nice. I don't always remember to turn it off when I first colonize a planet and I don't want to have to remember to do that. This is a personal choice but I currently don't like the default of it being enabled. When I have lots of planets during mid to late game, I sometimes will enable it for planets I don't care much about-- they can do wh
The notifications disappearing problem didn't begin until I changed the setting to allow all notifications to display. At least, I never noticed it before. Maybe that was because the list was so much shorter.
Once again, I must thank you for a quick response [e classic]:lol:[/e]
Thank you, Pshaw! That answer was a long time acomin'! :-) I posted another one about the Localized Data option, too. Thanks again, Richard
That last image is what I usually see. The so-called minor notifications will disappear and the more important notifications will remain. As noted, it seems to happen any time a pop-up occurs.
Same here. The notifications show for a brief moment, then disappear leaving a gap and showing only the other Civ's updates. If you need a screenshot, I will try to provide one when it happens again, Richard
What are third-party hooks. It's in the settings menu...
What is "Use Localized Data" in the GC3 settings?
More improvements! Excellent! Thank you, SD!
"I don't get why there are so many buildings with leveling bonuses or adjacency effects that have nothing to do with their actual type." This is something I've been ranting about since... forever. I really want to like this game. I've spent many hours (more than I care to admit) playing this game and it's always the same thing. SD doesn't seem to give a damn about professionalism. Typos and grammatical errors are rampant. The buildings and improvements don't reflect what they
[quote who="Publius of NV" reply="3" id="3755663"] Ever since tech and resource trading with them was disabled I set minor races to none when starting a new game. [/quote] Me too... There's no good reason to have them on the map.