My memory was that in addition to being role-related, the viewer "plays" until the first shot is fired (or just before?). So I think the thing about roles is at least somewhat true, but the thrusters are a confounding factor.
5myosin
This is as old as the game itself. This is either WAD and an odd decision or so low-priority that it will never be fixed.
Bump : This bug has NOT been fixed in 2.7
[quote who="blueflax" reply="2" id="3698611"] if the AI gets lucky and picks the immunity to the invasion type you've chosen under Invasion Tactics, you're stuck; you can't go back and pick one of the others. [/quote] I *believe* that you can trade for other invasion tactics and defenses, but obviously what you said holds in 1v1 or where you've killed all the other players.
[quote who="Frogboy" reply="27" id="3698244"] Quoting 5myosin, reply 25 Quoting pshaw, reply 21 A planet's maximum popul
[quote who="pshaw" reply="21" id="3698214"] A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits). [/quote] Correct me if I'm wrong, but wouldn't you exceed that cap with two cities on most homeworlds?
The tooltip disagrees with the indicated bonus of +10% ship construction.
Some of these problems are supposedly addressed in the current opt-in patch.
[quote]AI increases the odds of building farm improvements if it is running low on food [/quote] I'm confused-- hadn't it been established that the 2.6.1 AI never built food? Have I missed a patch notes? [quote]Removed Megapolis improvement as it is now redundant [/quote] It's not described elsewhere in the patch notes what makes the megapolis (did we mean "megalopolis?") redundant. Could you elaborate?
This idea sounds like it requires an engine change. 'Espionage' isn't really quantified except in the information tiers and technology theft progress, and that number is faction-wide rather than planet-wide. So how espionage points specific to one planet would work, I have no idea.
Ships not moving from planets their faction lost via culture flip, for one. Fleet manager doesn't take into account commander logistics bonuses. There's an easy two off the top of my head.
Commanders provide a logistics bonus to the fleet they are in. However, this bonus only gets applied from the main window. Using the fleet manager does not take account the commander's logistics bonus, so you are still limited to making a fleet with the unmodified faction logistics limit. A similar bug occurs when launching ships from planetary orbit, or a shipyard or station-- the ejected fleets are limited to the faction logistics limit. A current workaround is to put the co
There's no food column in the colonies table in the 'Govern' menu, nor is there a way to sort colonies by food production in the small panel on the top right of the screen.
[quote who="DMF" reply="1" id="3695455"] Good one. I haven't seen it mentioned before. [/quote] I've seen it mentioned a lot over on the Steam forums, but it doesn't seem to have drawn anybody's attention over there.
I played a fair amount of GalCiv2, and some pre-release GalCiv3, but then I completely dropped it until Crusade came out and there were all these reviews saying that it was a brand new game. And it is! I'm enjoying it more than Stellaris at the moment, and I really have to applaud how this franchise turned around. Haven't seen an improvement like it since... War of Magic to Fallen Enchantress [e digicons];P[/e] It took me a bit, but I'm now holding my own on Normal. And fr
I recall Paul saying in one of the dev streams that it would be turned to a filter rather than a sort, but this has yet to happen. It might never-- I'm beginning to think that the devs don't see anything wrong with wading through a gigantic list with Bomber M9128374 etc.
Word, if it's written in, then no need to fix. However, the devs should be aware that you basically can't have kinetic weapons on a tiny hull as a result.
I was playing Krynn, and I think the tech was "Missile weapons" -- it was whatever unlocked the second kinetic weapon
I tried playing using your Bugfix Mod, FWN, and it was so far so good until I traded for a kinetic weapons tech to a minor race. That made it so that both the cannon and railgun had greatly increasedmass (28 and 30, respectively), such that my old ship designs didn't work. I tried looking for a "KineticMass" field in the XML for your mod and for the normal game data, but I came up empty. Do you think you could look into that? You're clearly more experienced at rooting these out than I
Diplomacy behaves as though I don't have UT when in fact I do, tech tree looks like this:
Could we get some word from the devs on this? If you're going about fixing the AI right now, which is what I understand you're doing, this is the thing the AI does that is most obviously contrary to its own self-interest.
In GC2, IIRC, an attacker had a dice rolled for each attack type over the range of the attack. If you had a missile attack of 15 and a beam attack of 6, the damage dealt would be (1-15) + (1-6). If a defender had point defense of 6, they would roll a dice to block damage over each type. So they could block up to 6 of the missile damage (which could be all that you dealt for that round) and up to sqrt(6) of the beam damage. As far as I can tell, the math in GC3 does NOT
Ship roles are assigned automatically on designing now, space voyager. They have said in no uncertain terms that there will not be player control during combat.
I'm the Krynn, the UP has convened for the first time, and the civilization with which I am at war votes me for UP chair.