5myosin

5myosin

Joined Member # 4053650
18 Posts 49 Replies 9,190 Reputation

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.

3 Replies 16,738 Views

[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.

6 Replies 24,675 Views

[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?

53 Replies 253,682 Views

[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?

53 Replies 253,682 Views

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.

2 Replies 4,960 Views

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.

4 Replies 9,289 Views

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

1 Replies 17,695 Views

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.

0 Replies 10,480 Views

[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.

3 Replies 18,554 Views

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

3 Replies 18,554 Views

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.

11 Replies 10,270 Views

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

9 Replies 29,509 Views

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.

4 Replies 10,499 Views

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

3 Replies 8,366 Views