I am not used to Star Base queuing, Is there a tutorial online somewhere? Currently I find it a nuisance as I want to make and micro my own constructors. Is there I way that I can turn this new feature off? Of course, I realize how useful it is to those playing in larger galaxies.
neilkaz
OK I fixed this by selecting both ships together in my fleet and moving them. However, I never had to do that previously.
Playing 1.7 beta I can no longer get ships to move as a fleet!! Ships combine into a fleet but don't move or attack as a fleet!! This is early in the game and my ships are mostly what I started with and The Ysengard and ships that come from graveyards. This is not a logistics issue. HELP PLEASE !!
I must agree that diplomacy in GC3 needs major upgrades when compared to what it was in GC2.
I'll probably break this into a couple of separate posts. First off, I don't play 4x space games to be nice. I play to exterminate the AI's and either win by conquest or if quicker, influence or some other way when you have much of the map controlled (depending on which game). I used to base my start on Sullla's method (check his site) where you are buying factories on the HW and building CS (colony ships) but when I tested a method based on Icemania's start playin
I find this goes away once you make a decent number of ships and get close to equalizing military strength ratings with the AI(s).
I'll help you tomorrow after some sleep, but first a question or few. 1) What race(s) do you play? 2) What galaxy size and settings? 3) Would you consider playing a custom race? In general, players who are getting badly hurt at this level could learn to do considerably better starts. By the time the AI can attack you, your survey ship should be able to move more than 4 hexes per turn. In the mean time you can learn to make your start similar to Icem
I don't have a huge amount of functional memory in this computer. Clicking on options/graphics and then turning off things like enable Gel UI and enable bloom helped to greatly reduce these memory freeze up issues.
This event can be bothersome or WORSE. However, lets give Stardock credit for events like this that make the game more challenging and interesting. I haven't had this event since 1.5 but I assure you back then those ships also attacked AI's who were at war.
Never had any issues with this. I just got 36 of them. They are to the right of each planet. 1.61 opt-in and no issues, but again, I've never noted that this was broken.
I play on large vs 7 random AI. Since 1.6 if I set for abundant habitable planets there are too many. ie on Incredible I can come out of the colony rush with 23 planets and the AI's have no chance after that. Thus I set for common planets now instead.
@ Bruce Sim. I don't find it difficult to crush the AI's on Incredible and only Godlike provides me a real challenge (am not going after alliance victory). There are certainly better players than me as well. So, assuming you have the complete game; all the DLC and 1.16 opt in, please start a brand new thread and detail your starting galaxy setup and I'll help you. I expect others will also provide input to that new thread. If you're getting clobbe
I turned surrender off and don't expect to ever turn it back on.
This was from a game prior to the opt-in. The 1.61 opt-in didn't fix the problem but maybe I needed to launch a new game (just as I needed to have the fix for Eager working). My current game doesn't seem to have Torians and I see no Aqua planets so I won't be able to test myself. I don't want to restart another game since this is my first attempt playing Godlike and I have a decent start. To avoid any misunderstandings. I was playing my custom race and conquere
Has anyone else observed this? Perhaps it is just for captured Torian planets that it doesn't work? Devs? Anyone?
I wouldn't mind a little buff to them, but making them all 50% or so would be too much, IMO. I'd also like to see more and varied colonization events in coming expansions as these help make this game fun and interesting.
In general, I still insist that most Mercs cost too much for what they provide! Now in 1.61 beta after I quickly bought The Ysengard, the price for other Merc's jumped by 1000 credits. I think Stardock is on the wrong track with Merc costs and that they should cost the same fixed amount throughout the game! We need to be able to upgrade Mercs for the same cost to upgrade the ship had we built it. However, when one upgrades a Merc, it should lose any and all special
I'd make coercion max out at about 3/4 of what it is.
Thx, Buck. I guess I need to start a new game to see this fix. This is good news although it would be nice to see "Missing Info" replaced with a proper explanation. EDIT: I will confirm that in my new 1.61 game started new that it works!
I am sad to state that Eager which was supposed to be fixed in 1.61 still provides no moral benefit when conquering planets!
I strongly recommend keeping Merc prices the same throughout the game. In general they cost too much for what they provide anyhow and the inflation makes this much worse.
Re: shipyards. I'd still like to be able to choose the tile it launches into like in GC2. Re: Bugs. I hope someone can take a look at Aquatic World Mastery since I wasted quite a few turns of research last night to go in the direction to get it and it does nothing to help my 5 captured aquatic previously Torian worlds. I thought it was supposed to remove that -50% raw prod. penalty!
With Torians in the game now, there's often lots of Aquatic planets to conquer. I've taken several from the Torians, and culture flipped the one they colonized deep in my territory. I've had the Aquatic World Mastery tech for a few turns now, but all these planets are still suffering from -50% raw production. Perhaps this is just a bug for captured Torian planets? I find it hard to believe this is intended. .. neilkaz ..
Slave Masters trait means that your trade routes bring back slaves. When you check your trade routes (ones that you created) it says for type. Slave Route, but there's no benefit noted. I recall that it used to increase manufacturing by a little bit.
Great to hear about this being fixed. Did you happen to take a look at the Slave Masters trait as I am unsure if it is working as intended and sent a ticket a few days ago. thx .. neilkaz ..