[quote who="Ascendic" reply="3" id="3454891"] You seem to be able to attack an adjacent tile infinitely. I actually destroyed an entire fleet of about 20 ships one at a time in a single turn with a ship that has only 5 moves.[/quote] Same here. I was surprised, but then I thought, "hey, this is just the alpha, that'll change".
Publius of NV
If you would like to help the developers figure out the reasons for your crashes, please read this post, especially the parts at the bottom about the debug.err file, the crash dump file, and where to send them to report the problem. https://forums.galciv3.com/452854/page/1/
My laptop also has an integrated Intel video adapter, plus an NVidia GeForce GTX 780M w/4G VRAM. My debug.err gives the same kind of message, seeming to indicate it's going to use the Intel adapter: Debug Message: Preferred Adapter Description: Debug Message: Description: Intel(R) HD Graphics 4600 Debug Message: Dedicated Video Memory: 0 bytes Debug Message: Dedicated System Memory: 0 bytes but the game loads and runs fine, usin
Could it have been that there was more than one there? The AI in the alpha doesn't seem to move any ships except colony and survey.
As stated in another thread, the bug with not being able to colonize happens when two or more civs send colony ships targeting the same planet. It will be fixed in the next alpha release.
[quote who="mormegil" reply="12" id="3454625"] This error has been tracked down, thanks to the alpha testers, and should be fixed in next build. It was caused by multiple races targeting the same planet while out of range of the planet. [/quote] Woo-hoo! We got a bug!
[quote who="Ascendic" reply="8" id="3454477"] Same problem here. It appears to occur when the AI sends a ship to colonize the same planet.[/quote] Hmmm. In my case the AI had sent several colony ships towards these planets, and I had blasted all of them into oblivion. But perhaps the mere act of sending one causes the problem.
Of course GC2 had different invasion techniques that included differing costs ("Information Warfare" for example, that cost credits to propagandize the populace to revolt and join you). So perhaps the alpha temporary invasion system is using something like that. I expect it to change [e digicons]:thumbsup:[/e]
That's interesting, but perhaps a separate problem from mine. In my case I only had the one colony ship when trying to colonize the planet.
Until Lucky Jack pointed it out I hadn't noticed it, but it's happening to me too.
At a later point, my own fleet became invisible. In case it's relevant, in both cases the invisible ships were in a tile immediately above and to the left (northwest) of a planet.
After attacking and killing the first ship in an enemy stack, the second and subsequent ships in the stack can become invisible: The highlighted tile immediately to the left of my fleet contains the invisible scout ship, plus a bunch of others under it.
If you are experiencing crashes, please read this post for things to try and what information the developers would like you to gather: https://forums.galciv3.com/452854/page/1/
Later in the same game, different planet, different colony ship, same problem.
Rats! I quit the game, loaded the saved game that I posted a link to above, and now the problem doesn't happen. So the saved game won't help track down the problem.
The selected ship is a colony ship that has one move point left. The planet one tile away is uninhabited, yet I can't move my colony ship to it. There's a saved game here. Here's a debug.err
Have you gone to the options menu and tried clicking the "Input" button? Admittedly, that's not an obvious name for it, but it does give you a list of keyboard shortcuts for the alpha. Unfortunately for what you want, I don't see guard as an available action.
I'm seeing anywhere from 15% up to 50%, mostly around 30%, on an Intel I7-4930MX 3GHz. Only 2 of the cores seem to be consistently over 50% at any one time. Maybe that's because I'm only playing against one AI at the moment.
Lucky Jack might be right. Windowed mode works fine for me at 1600x1080 (fullscreen for me is 1900x1200).
[quote who="LordChess" reply="11" id="3454134"] I'm not sure if I'm understanding you correctly but I get a little shield icon show up on my planets in the planet list on the right once a ship is built, admittedly I have no defensive ships so it makes it easy to scan for (you don't need any defense in this current alpha iteration cos the enemy has the AI of a kumquat ). Just saying. [/quote] I don't think you're understanding me, or may
[quote who="ParagonRenegade" reply="17" id="3454197"]You just need to specialize your manufacturing worlds, que everything en masse and deploy rally points in critical locations. Those three things cut through micro like a knife.[/quote] Seems like only yesterday that I read a developer's journal article stating that planet specialization wasn't necessarily going to be an optimum strategy in GC3.
[quote who="kozaka" reply="16" id="3454196"]It is really annoying! I built a ship, then does not saw it, so it staied on the planet for...I don't know 10-15 Turns. Then I just remembered...oh, I had built one ship. Ok, lets search it. Eject should goes atomatically (or at least prefered in preferences).[/quote] Automatic launching isn't sufficient. Sure, I might want some planets to automatically launch the warships they have just completed, but I don't ne
One wormhole to rule them all ...
[quote who="NelsMonsterX2" reply="7" id="3453843"] I agree that notifications are missed, however, I find it much cleaner to use the turn button for these. I like how the turn button changes to idle ship or idle planet. If new ships were flagged as idle the first turn after they were built that would work. Then you could select "defend colony" or something to keep it from popping up idle again. I also agree that "eject" is a poor choice of word. Simply using "launch" would su
Agreed, I made the point about improvement/ship completion notifications in another post before I saw this one.