[quote who="Franton" reply="10" id="3754883"] From the launcher screen, you can use the menu in the top right to find your game installation folder. The manual is in the top folder. This should always work. [/quote] AHA! Nice trick. I notice that the Game Guide link is broken, though. It looks like it's supposed to invoke the wiki.
DMF
[quote who="Horemvore" reply="17" id="3754863"] That is a bug, needs reporting. Humans require food for Cities synths require Durantium and Promethion. [/quote] AH! Okay. Remind me the best way to report a bug? Just post in Support? (This and the Manual link are two bugs to report.)
So the code is for Private betas, of which there is none now? Cool.
[quote who="admiralWillyWilber" reply="8" id="3754791"] Your link doesn't work. [/quote] It won't without modification. You have to edit it to point to where the game is installed, e.g. where Steam is installed.
[quote who="Horemvore" reply="13" id="3754783"] You did not mention you were playing Synthetic. [/quote] I'm playing Terran . I don't believe there's an option in the Tutorial. A City (at least in this scenario) requires 3 Duranthium and 5 Promethion. It would be nice to learn that they backed off from that in other scenarios and the sandbox.
You should change the thread title to Need Opt-in Beta Code. I recall that I needed a code for the betas, but I don't recall where I got it. It's good forever, apparently, so you must not have opted in before? If you don't get an answer here, try contacting Stardock support. They're very good.
[quote who="admiralWillyWilber" reply="2" id="3754686"] Welcome back. [/quote] Thanks, Admiral. It's nice to see some old familiar faces. [quote]75 turns in and as best I can tell, my hope of success is that that Drenghi has been nerfed even worse, and we might have a successful battle sometime before I die of old age. [/quote] Turn 260 or thereabouts. I pulled in all my expansion, destroyed the Precipice class 15 world (not that I need
[quote who="Horemvore" reply="10" id="3754761"]Completely wrong, Cities add to Population which adds to Raw Production which in turn adds to Research, Wealth and Construction in a ratio of 1RP = 1R/1W/1C. [/quote] Strange that 2.33 increases Population, tracking Food, which increases Raw Production. Yet 2.33 has no Cities. In other words, Cities add nothing functional to the base game. They just occupy a tile. And, as it turns out, they ea
[quote who="Horemvore" reply="4" id="3754696"] How am I to provide a link when it is on your hard drive? Hmmmm? I know.....your computer does not exist. Learn to open your eyes and actually do computer stuff yes? Like um, look. Snoty git. [/quote] I tell you, even finding the main directory in a Steam installation is an adventure in its own right. I currently have three such, plus a few non-Steam GC installs. And why would I go looking when SD gives NO indication
A City has suddenly shown up on my build menu, but since the planet is full, what should I destroy to make room? Or is it even worth building now, since it appears that I can't grow, being food limited? Capital adjacent to a Market. Three Xeno Factories clustered around a Space Elevator. Computer on a +2 tile adjacent to a Basic Lab. (Also adding +1 to a Factory) Isolated Xeno Farm Xeno Farm adjacent to a Space Port. <p
I'm not playing Retribution. I don't even have Mercenaries. Cities aren't offered on the build menu (yes, I researched them). Comments have led me to believe that one needs a certain population to make use of them. Why can't I build Cities? It dawned on me that Starbases aren't the "need a constructor to upgrade" style. I wonder if the "free" builds increase maintenance costs?
100 turns in. I can finally build military ships, but despite two Farms my population won't increase above 3. WTF?? There are no available Starbase output upgrades save defense. SBs are basically stepping stones into the larger(?) universe? otherwise worthless. I could use another Trade license, but that takes research, which, being pitiful, will be a while. Planet is full. Tax at 39% and still running a larger deficit than ever.&
[quote who="Horemvore" reply="1" id="3753928"] Manual is upto date as far as Intrigue. Roads and Artifacts come with retribution which is fairly new and lacking docs. [/quote] Manual? What manual? If you can't provide a link it doesn't exist. The last one I have is 1.03.
I've been off fixated on World of Warships for 2.5 years. I decided to try GCIII again, since I've enjoyed GC since the OS/2 days. My install was still at 2.23 (?) and I played the Tutorial to get used to the UI again, then a Milky Way campaign on Normal. Easy win. So I let Steam update to the current version, 3.7, and am running the Tutorial again. What a shock! Compared with the previous version, the Terran position has been <span style="text-decoration
Yor should be able to ally. I don't remember a specific situation with Yor, but I haven't played it in 18 months. Actually, my changes haven't been released, either. I think I'll post them separately.
How is tactical speed related to jamming?
In general I don't want my capital in the tile with the most adjacencies. There it blocks big-time hubs. And you can't demolish a capital to make way. I would like my capital in a tile with some adjacencies, or potential adjacencies - i.e. next to untiled land mass. What tees me off is when it gets plopped on an island in the middle of an ocean with no possible adjacency until Biosphere.
Is there a game/version requirement? E.g. Crusade 2.6?
No one?
Additionally, the player could be offered several options. None of them guaranteed to be ideal. Now, what about the poor AI? Does offering the (hopefully human) player placement give it an unfair advantage? The AIs will still get crappy spots.
Why put guns on a Capital ship? The primary tactic of a Capital ship is not to close with the enemy, but to stay back behind its fleet and deal death, preferably to opposing Capital ships. Kinetic weapons have quite short ranges, so cannot fire until enemy ships close in. [Look! The ghost of World of Warships!]
What's the value / best use of tactical speed? I tried making some of my big capital ships quick (tactically) and it wasn't satisfying. For one thing, they will outrun their organic fighter squadron - and slower escorts. Escorts should be matched in quickness to your Capitals? or a bit quicker? or a lot quicker? Okay, make Assault ships very quick. The dimbulb enemy fleets have few Support ships so I can't tell how many actually actua
The Future Worlds GC2 mod takes this approach to ensure that there is space for later, powerful buildings. Works a treat. I look forward to seeing it here.
[quote]After culture flips, the AI's ships stay on the planet tile. They don't move away from it or try to invade it. I can move much weaker fleets nearby without them moving to attack it. [/quote] Good one. I haven't seen it mentioned before. It seems like a minor annoyance since they (usually) won't do anything like attack you. But they register to the AIs as "PIRATES!" and all the AI ships will rush over to deal with the menace, disrupting their game.&n
[quote who="koopatrooopa" reply="16" id="3695204"] The true cause is quite obvious, especially to anyone who has ever modded AI before. It is actually very difficult to build a competent AI in a complex game such as GC3, which is something that a good developer will keep in mind when designing the mechanics of the game. [/quote] Okay, so what's the cause? No, "toxic personality" is not the cause. Where is the AI programming deficient? <p