[quote who="Horemvore" reply="2" id="3708940"] Lmfao - Fixed a clogged toilet on Drengi, wth? Some of the fixes/additions are repeted in the OP. [/quote] A black-hole torpedo "plunger"
Taslios
Easier fix.... Just make a hot key that brings up the ship designer... GCII had a ton of hot keys... K was my favorite.... I still find myself hitting K and being irritated that it does nothing...
Plan to lose...... Save often. go back to previous saves if an idea does not work. Because of the adjacency bonuses it is best to focus on one thing for each planet. Start by building one planet with all the manufacturing stuff...and your next planet with all the research stuff.... and the next with some economy. I'd suggest playing Benevolent or Malevolent first and focusing on that Ideology.. jus
Don't design any new races until you play through with the standard races. Start with a medium or large map with only a handful of races... 2-6 Play as the standard humans to start with. Beyond that, what areas or concepts are you getting stuck on?
Hey Stardock.... hear that? you guys are a big game company now!!! I think Brad would say that Games are the passion, but I think object desktop and Windows Binds and such are still Stardock's bread and butter.... I guess i've always viewed Stardock as like... if Adobe made Photoshop... and these cool games on the side.
Yes, this was broken at some point in the recent past. The fighters always spawn based on your best tech... the type of carrier no longer seems to matter. Making the carrier's be capitol ships rather than support Helps encourage the game to spawn assault fighters rather than guardians, but in general, if your defensive tech is better than your weapon's tech... you will get guardians.
So... why are the forums broken? I can still crate a post in say Future ideas, but there is no longer a future ideas filter. General game stuff and the forum ban game crap is showing up in the Galactic Civ III discussion... what's going on? can you fix it? please?
[quote who="darknicademis" reply="8" id="3704798"] It says assault fighters on the map, in the designer and on the specific module, but spawns guardians in combat. I have not researched carrier focus to even get guardian drones yet in this game. Reduced 55% <img src="https://cdn.stardock.us/forums/23/80/2380474/c5b5c02f-eb50-4971-a5ed-ca9ed93f239a.png" alt
[quote who="admiralWillyWilber" reply="14" id="3704848"] I mean farms produce food every year unless you use winter crops which is twice a year. Storage would still need to last six months. Maybe the year could be decided on a random basis on how long it takes the planet to go around the sun. Just saying different planets have different day, and year lengths. [/quote] What would this mechanic actually add? Realism is only of value when
what if any mods are you using?
[quote who="laws2150" reply="45" id="3703881"] Quoting Werewindlefr, reply 44 How about all unused tiles produce food (a variable supply depending on the tile and/or planet type) as long as you don't build on them. Some improvements could increased the food they produce. So basically, almost everything is arable
[quote who="Frogboy" reply="1" id="3703869"] Don't do that? I mean seriously, [/quote] Well you have to admit that he put in an impressive amount of work to create his "colony ship trap" I suspect he could have and should have been building other ships or doing something else with his time but it is impressive. that said, isn't there already an anti crash code in place to have the AI send ships elsewhere if there is no path to a planet
Frogboy, my thoughts are probably more complex than what you will be wanting to implement. One of the things that really turns me off of this game is the strategic resources and how they are pure and total luck. If I need Monsantium, and there is no monsantium on any of the planets that I can even invade (yes I've had this happen) then guess what... a whole branch of the game is pointless. So my suggestion.
Extreme planets also seems to be super rare. I've played two games on huge maps and have yet to find a single one of the Precursor worlds...
Honestly, I just wanted their logic to target the aggressor.... many many many times I had someone declare war on me, then had the Peacekeepers show up, nuke all my stuff... and leave the Yor or whatever alone while they invade and take my planets... The PeaceKeepers should attack the one that declared war. or the last one to "attack" in the war... The Jagged Knife should come back and attack everyone... The Dread Lords should s
Holy cow... These look really impressive. I especially like the changes to combat. (in theory) now I just need to find time to actually play a game again...
[quote who="lyssailcor" reply="31" id="3698318"] Will the cap be moddable? Wouldn't it be nice to introduce some techs or at least improvements to raise that cap? Even if I have not much space I can still build a bunch of large towers or a subterranean cave system ... [/quote] I like this idea... perhaps something like a unique building for certain races Or an Arcology Galactic Wonder... I think a standard.. if you have a
Seilore, Frogboy said that the map creator is not working the way he expects it to in one of his posts about 6 months back. I suspect that this is getting looked at but may be either too big to quick fix, or not important enough of an issue to bother with at the moment. Someday before the final game I fully expect it to be fixed though ...
[quote who="Frogboy" reply="83" id="3694754"] You can, literally, make GalCiv III play however you want. It would be one thing if we were discussing some bug or UI request. But we're not. We're literally talking about demands that somebody open up notepad and change a number on their behalf. [/quote] Frogboy, you have done something awesome with this game. I've had many many hours of fun playing it. Howe
[quote who="EmperorVir" reply="22" id="3694169"] Quoting Taslios, reply 1 He or she who has the mines now wins.... I see that as a feature, not a bug. Providing a reason for conflict is great compared to just random warmongering. [/quote] If every game is nothing m
Synthetics should use Durantium in the same way Organics use food..... Rather than a one time expense it should be a constant use based on population.... No per turn cost when TOTAL population is 5 or less... and then 2 durantium per turn per population point above that.... Research can lower that to 1 and then .5 or something. soft walls and steps are so much better than hard stops that look and feel artificial.  
I've watched them mow down all of my forces while the Drengin follow them to my now defenseless planets.
Cities now require Durantium and Promethion to construct in addition to food. Seriously? designed resource restrictions are one thing, but this is somewhat ridiculous how everything in the game now needs one resource to advance... He or she who has the mines now wins....
grr... I don't get why they "choose" a race to attack.. They should just attack anyone who is at war equally.
I posted heavily on this in another thread, but I really think trade resources should be manufactured, or grown by the civ..not found by luck... Resources put an artificial break on progress... rather than a balanced systematic break... Monsantium or Duranium availability is the biggest break on large populations... Morale should be the break.... building too big too fast should cause revolts... which may destroy buildings... lost prod