Larsenex

Larsenex

Joined Last seen Member # 3567030
291 Posts 2,120 Replies 2,406 Reputation

There is a file called the debug.rr in the steam folder for Gal Civ III. You should likely post it so the Devs can see what the issue may be. There is a free service called 'Drop box' which will allow you to post files on this forum site. You can use it to post the Debug.rr here.

1 Replies 1,396 Views

Starbase effect is just that. If you had some rings that gave your ships defensive or offensive abilities you would get them. Also your ship regenerate dmg FASTER in the effect than they would if they were in enemy territory or open space.

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Trumpeter, thanks for a well thought out reply. I too will wait and see. There is still a long path to go before we see how thing stack up.

23 Replies 18,433 Views

So i was pondering the idea of how to keep ones Star ports up longer if say 'Darca' shows up with a 3 ship fleet of precursor gunships.... In Gal Civ II there was a path on the tree only for fortifying your starbases. Near the end of the line if you outfitted your starbases with enough constructor rings/add ons, your starbase could be virtually impervious to even the most powerful fleets. I remember getting attack values of 133-133-133 and defense ones of 93-93-

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My point was that once you destroy a Civs star port in the early game, they are defeated. They cannot field units against you. This simply does not feel right. In Gal civ II the enemy would put up many ships into orbit of its home planet.....wait i have an idea....! So your home star port is sponsored by a planet,. Lets make the defense of that Starport tied to the planet. Each race would get one or two fighters at start(?) These would be in orbit around the home planet

23 Replies 18,433 Views

Erischild, That is something I also thought of. Give the initial starport on the capital planet defensive traits shared by the planet or make it tied to the fate of the home planet, meaning its indestructible unless you can invade and conquer the capital planet. This trait would ONLY apply to the one home planet star port and no others. I am trying to brainstorm ideas that keep the game moving and proceed into the next Ages. If anyone

23 Replies 18,433 Views

The irirdiums do not start with the technology to colonize planets. This was mentioned in the streams as something they are tinkering with to balance out the races starting abilities. The iridiums get awesome starting abilities but is handicaped by not able to colonize right off the bat and need to research the Colonizing techs to get the modules to build the ships. Same for Drengin. The Altarians and Earth

5 Replies 2,572 Views

Schaefspear, I believe there was a post by Frogboy stating that the Alpha price and selling was not an attempt to gain start up cash. Nor is there even a specific release date. Stardock has release target goals but they are subject to change on Stardocks belief that the game is ready, NOT to justify a stock holder expectations to gain revenue. With that said, I agree with what you have stated in your post about Wer900's ideas about the c

23 Replies 99,653 Views

I have confirmed that the lines on my map have something to do with the settings 'Ambient inclusion' and 'Enable Bloom'. In both cases I would toggle on and the lines on the galaxy would appear at a mid range distance setting and more so as I brought the plane of view to 'flat' or horizontal with the galaxy. When I toggle off those features the lines do not show up. I am using the most recent nvidia beta d

27 Replies 91,889 Views

After playing a lot more, I am in turn 233 and I am fielding Paladins and modified Paladins. It is just too easy to cripple another player/AI by destroying their ability to make ships. Any attack ship found early game would really dominate and it should not be so easy. I am all in favor of military rushes but we are in Alpha. I know if this was done to me in a game I would be pissed as hell. All the other player is waiting for is for Planetary invasion to 'mop up&#3

23 Replies 18,433 Views

I think that due to their very high tactical value, they should come with some sort of both offensive/defensive things that would discourage early rushing of the enemy ports. In theory they would be the highest defended object above a planet, perhaps give a defensive bonus based on value and population of the planet its anchored to?

23 Replies 18,433 Views

Mormegil, you said the same thing in the last stream and it never sunk in. NOW I get it! I am referring the ship designations of M1, M2, M2, its different versions of the same ship template!

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On some games where I do not meet anyone for a while I will typically go for beams or missiles. For alpha I have been choosing the fastest available. It will be interesting to see how mid game techs affect battles. I would imagine your missiles destroy their fleet AFTER they destroy you from long range...(you launched at longest range and while closing they fired up long range beams which destroyed you before your missiles detonated. R

6 Replies 2,594 Views

In Gal civ II they gave us a production bonus, which would also be appropriate here. I love the idea of one starbase 'mining' multiple resources but it also makes them very large primary targets in times of war, this is not a bad thing. It would really mimic a real life galactic empires dependence on external commercial production and resources. Great job Devs....

23 Replies 18,433 Views

Lucky, Yes to all of the above. I will find out what my driver version is when I get home tonight ( I am at work at my desk). I get the flicker on start up as well. I will try turning those features off and see if this 'fixes' the problem and report back here. I did have this last build as well. I usually use Beta Drivers but I think right now I am using the latest MS approved ones. I believe they were re

27 Replies 91,889 Views