Other players have reported AMD CPUs being wonky with GC3. Stardock might be addressing this in the future, as they're aware of the issue, but currently don't know what the exact causes are.
Lavo_2
Will players ever be allowed to build an advanced building, ex. Mega Factory, in a single turn, provided they have the manufacturing to do so?
Here's two save games, one before and one after, unlocking the Relentless trait that show the bug present in my first colony which was in a different system from my homeworld which was is single habitable world system: https://www.dropbox.com/s/hm2gzc1d33jrazz/Relentless-Bug.7z?dl=0 The planet in question is just south of my homeworld and has a colony ship parked there, starts with an A, forget the full
Derek also mentioned the possibility of making both a .faction file and a non-binary file for later editing, which is a nice compromise, in particular as this is just spitting out already made code (aka. the .faction file pre-binning as an .xml or similar), rather than something new.
Large Empire Penalty (LEP) Removal Fairly self explanatory, this mod removes the LEP via a modification of AbilityDefs.xml and turns the Patriotic trait into a global +100% morale boost . Download: https://www.dropbox.com/s/e68s4b6zvn98x5a/Large%
I'm betting the number/name of settings are hardcoded. I figured that I'd attempt to make a new setting, mainly as there really needs to be one in between Rare and Uncommon.
I made a new group that fits between Rare and Uncommon, adding the entry into both MapSetupDefs.xml and GameSetupDefs.xml, but the option, called "Sporadic", doesn't show up ingame. Any tips on why that's the case? Here's the download for it, if you want to take a crack.
[quote who="econundrum1" reply="12" id="3552750"]I said before release that a lot of new players would find this confusing, so I wouldn't think that they where alone in not understanding this, it isn't intuitive at all.[/quote] It also serves as, intentionally or not, a nerf of the Colonizers trait, as you will always only be able to build a basic improvement, and not an upgraded version.
At the same time however, it's seemingly intentional that we are unable to build higher level improvements, ex. an Xeno Factory, in a single turn if we have the manufacturing to do so. Is there a dev stream planned for today, Larsenex?
I would disagree there, as if logistics is it's own category, then it could encourage the AI to form better fleets, in addition to actually researching logistics.
Logistics is easily the most important military tech item; the AI should really value it more.
[quote who="One-Eye" reply="2" id="3551526"]1. Fleet formation seems easy enough -- send ships to the same location. But, I can't find the way to disband fleets or redistribute ships between fleets. The method from GC2 doesn't appear to me. I'm sure there's a simple answer, so forgive this simple ignorance![/quote] When you put multiple fleets onto the same tile, you should have the option to call up a fleet management tab; a new "Stacked Fleets
[quote who="kestlstw" reply="4" id="3546000"]About half of those, like specializations types specifically said extreme worlds and invasion types should not be specializations because restricting those are too restrictive and not at all fun. This is my view of all of the "specializations" in the game as currently implemented. [/quote] Seconding; making the extreme world and invasion types a specialization is too much imo.
[quote who="NanakoAC" reply="2" id="3544800"]i had the same issue. Try deleting your galciv3 folder in My Games [/quote] Doing this will delete all of your mods, save games, custom factions, custom ship designs, and settings. Do not do this. Instead, rename the folder to something else, such as "galciv3-old" to see if this will even work.
[quote quoting="post"] 1) Allow the player to set autoupgrade on / off on the govern / economy screen. Place the radio button near the "reset all planet to global spending" icon. When on, everything available to be autoupgraded will be queued to autoupgrade on new turn. When off, nothing will be added to the queue, but it will not cancel upgrades either. [/quote] I really want to see this because would be useful as, personally speaking, I cannot stand auto
Seconding; I loved having colored resources, made it MUCH easier to identify what was what.
[quote who="Triggerhappy80" reply="719" id="3539105"]Anyone got any ideas?[/quote] Slap this file into your GameInfo folder; it will make the AI easier, though no guarantee that it will be that much easier, due the unfortunate inability to make AI bonuses scale with difficulty, as GoaFan mentioned: http://www.mediafire.com/download/mhan4kz9wux6h1p/RESEARCH_FORCEAI_AID.entity
I entirely disagree on weapons, though rather than slapping in diminishing returns, it would be better to just put a hard cap on the amount of sensor arrays you could slap onto a ship, that is if this is even considered an issue, imo.
Also one reason to go down the sensor tree isn't for new sensor modules, but for passive sensor range buffs, which apply to ships that are already built and deployed. Getting a +20% sensor range boost is very rewarding on sensor buoys.
Yes, it is. You will have to make every gravity well have what I will call a "beacon". This beacon is a militia-owned, invulnerable, non-moving, and invisible, trade ship. For this ability, it will have to do two casts, an ApplyBuffToTargetsAtOrbitBody which applies the bonus/penalty, and an ApplyBuffToTargetsAtAdjacentOrbitBodies with a constraint of IsCargoShip to apply the "actual" bonus/penalty to every gravity well. The beacons for every gravity well, save stars, can be spawned via a sub
I reported this back in beta 4 via ticket, and noted after beta 5's release that the bug has persisted, and as of the opt-in beta the issue is still unresolved.
I find all the secondary stats to be extremely important. Approval is for me one of the most important stats, easily the most important after the primary stats; losing it would make colony management much more time consuming. The only stat that isn't that important, imo, is tourism, and this stat is already mainly a sub-stat of income. I do agree with the Planetary Defense stat, however, what would you do with the already in place bonuses for this stat?
This isn't poor optimization; it's intentional. The game is actually using all of your CPU.
[quote who="meepii34" reply="5" id="3533564"]Not sure if this is helpful or not, but I couldn't reproduce this error when I disabled sync with Steam cloud service. [/quote] To add to this, I have Steam cloud sync disabled and have been able to make multiple races without issue.
The map tiles are randomly generated when you start a game, that's why you get odd combinations such as those. Having them be static would mean taking away from work done elsewhere, assuming it is even possible to have a static layout, which may very well be impossible.