Greg__B

Greg__B

Joined Member # 4195909
4 Posts 37 Replies 243 Reputation

It may be a factor of the number of races in-game combined with the display resolution. At 1900x1200, I can see everyone's vote if there are enough to go to two rows, but if there is only a single row then the middle vote is covered.

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Reply to Bugs in GalCiv III Support

RE: Issue 2 -- Upgraded weapon modules replace the old one, not add to them. Replacing a +30 with a +45 gives a net increase of 15. This is true of many starbase module types, such as sensor range and effectivity range.

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I think it's related to a similar issue that you can run into requesting too many ships from a shipyard (usually via Request Constructor on one or more starbases pulling from the same yard). I think if an entity such as a shipyard or starbase has too may operations pending at one time, it causes a crash like you've described. In my experience, the specific number that triggers the crash is more than 30 and less than or equal to 40.

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I suspect the affected technologies might be mis-categorized. When I selected the Precursor Engineering tech from the Age of Ascension, and then flipped back to the list view, it appeared along with Neuro Linking, despite the two being from different categories. And none of the four usual categories were highlighted as selected in this view either.

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I can research them if I select them using the tech tree view. But the list view appears by default, and not everyone might think to check the tree to make sure the list view is being honest. Also, everything in the Xeno Archaelogy (which is spelled wrong in game :)) branch exhibits this behavior, at least through the age of war.

6 Replies 6,268 Views

I do not recall the specific name of the resolution, but it is the one that prevents planets from culture flipping. The issue is that planets remain immune to culture flipping even after the resolution is repealed. I encountered the issue in 0.90, and the save game continued to exhibit that behavior in 0.95. I haven't yet started a new game in 0.95 to see if the issue still occurs in a pure-0.95 game.

5 Replies 6,883 Views

I've been able to consistently have build queues up to 30 items long without crashing in Beta 5, but just now (in Beta 6) tried to have a queue of 40 items and it did crash.

3 Replies 4,772 Views