There is absolutely no connection, or perhaps only the slightest of it, between the actual movements and positions of ships in the visual battle thingy versus what happen, for real, in the log.
Nibelung44
[quote who="mormegil" reply="2" id="3743833"] Can you send us a save? [/quote] You need a saved game for something which is a feature of the game and is working exactly as the OP says even before pre-retribution, systematically and consistently? Any one playing GC3 knows that social production accumulate in-definitively when there is nothing to do. The only change in retribution is that you now have an entry for that in the middle panel, whereas before y
The ones transporting social production points? I never saw one. But the game has been altered to have new colonies in need of them, or they will develop at a glacial rate. And given that it seems to me that post-retribution AIs are much less powerful than pre-retribution AIs, does it explains their failures?
Nobody cares anyway
Why it is so that some techs are done in 1 or 2 turns, while at the same time another tech, much earlier in the tech tree needs 12 turns? It seems the research cost distribution is almost random? Is it part of the design? [e digicons]:|[/e] The only sensible explanation, but that would mean some laziness from the GC3 team (something which is impossible as we all know) is that the tech tree having been reshuffled time and time again by expansions, they never readjusted the costs
[quote who="pshaw" reply="35" id="3742679"] Quoting Avatar137, reply 34 Quoting pshaw, reply 27 Patch is live now.
Is there war weariness in GC3, as in most others strategy games? I remember good old Civ4 had it, so you are forced after some time to make peace if war drags for too long. Paradox games all have that. Because so far, I only encountered 2 cases. You are losing, and the AI will ask for 20 techs to make peace. Or you are winning, and so why make peace when I'm gobbling their worlds one by one (because colonial capitals don't have a default garrison of 1-2) ?
Oh by the way, this was a thumb down for me. Bugs that have been reported something like twenty times since a year are not fixed? Come on. What I dislike the most is when developers pop in and they 'do you have a saved game' or 'we never heard about this one', in a pseudo/fake naive answer. As if people are not constantly asking for bugs to be fixed, bugs that can be spotted by a new player as soon as they put one hour in the game. That's like the
[quote who="pshaw" reply="1" id="3742682"] Do you have a save game for us to look at? [/quote] Really? It is widespread and is easily reproducible with any game. Create an hypergate, and have a ship some hexs away try to take it. You will soon see they like to follow a parallel course.
I noticed too that my enemy is using my hypergates in my own territory! Tell me that's a bug.
I had a few suspicions on how optimum were the paths taken by my ships when close to a hypergate, but was too lazy to confirm by using an older save and doing the move by hand, turn after turn. But then, I had a small ship follow a path parallel to an hypergate for a full turn (while maintaining a distance of 2 hexes from the lane) without taking it!! <img src="https://cdn.stardock.us/forums/44/22/4422470/43a51d9c-0e5b-4aa9-b7eb-e44986bc8ad8.jpg" alt="" width="9
Regarding the new DLC, I'm quite thrilled by the new features that will be in, the hyper lanes gates, artifacts, new civilizations and more! But really, I'll judge it also on how serious and committed Stardock is about fixing bugs that are known since months and reported by several players, including guys who went to the pain of posting summary PDF of the most important bugs (not me). So, and this will be simple to me, I'll pu
Have the colonizing module unlocked by the diplo tech of your choice, at the very least universal translator OR something that warmongering civs also research?
Indeed, it seems a bit too much, and that's an understatement! Probably something else than a double-edged-powered-artifact-battleaxe when axing at unbalanced buildings should be used... [e digicons]^_^[/e]
I find them very weak... Sure they give +2 levels to adjacent buildings, but by themselves provide no bonus. If you replace a factory by an AM plant you'll see your production diminishes!
The special bonuses like Monsentium (+1 food) are stackables, but they are indicated as being 'one per player'. Do I misunderstand the tooltip or this is bugged?
Despite playing hundreds of turns, over several 'excessive' maps and with events on 'common', I never got a single one. And yes I have the DLC :-) So, how can it be? Is it possible that somehow 'common' frequency reverts to none, as a bug? Currently on turn 189 on yet another game and nothing.
Hi Naselus, I'm using your mod and it is very nice, continue the good work! I really appreciate all the cool ideas like sensor range reduction, slow cargo ships, etc. I'm wondering if you know how to make size 1 planets common on the map, and colonizable ? My idea would be that these planets start with the colony dome only and thru the terraforming tech you slowly gets some territories to place developments. But I don't know how to tell the engine th
Hey, With all due respect to Stardock, I'm surprised that AI is cheating. I thought the devs were proud of a non cheating AI, except for the acknowledged boost to resources and such when changing difficulty level. The cheat is also very obvious to spot, when you are on it. This is about sensor range of AI ships versus the distance they start chasing your own ships. If you eliminate border/dubious cases where the AI might have sensor range from another of its starbase, ship