[quote who="Seilore" reply="81" id="3660454"] Quoting Larsenex, reply 80 ...JK.. I went into and out of the screen and that seemed to do the trick. I wish it was this easy for me, I tried that, adding other things to queue, going to other planets/ star bases. Nothing worked until I
erischild
Precursor Factory World hovertip: A Precursor World, with a vast orbital factory rings. That greatly increases the manufacturing potential of the world. Resolving article/noun single/plural conflict: A Precursor World, with vast orbital factory rings. That greatly increases the manufacturing potential of the world. Streamlined phrase construction: A Precursor World, with vast orbital factory rings that greatly increase the manufacturing pote
So far, I am liking most everything. I am still adjusting to some of the production changes. However, I cannot stand the new "launcher" thing. All it is for me is one more useless click before I get to the game. Is there any way to actually start GalCiv? If I want a commercial for Stardock products, I will go visit their webpage.
[quote who="Darkrenown2" reply="2" id="3660533"] Steam never puts things on sale without the publisher's permission, don't talk crazy. It's also not about $10, it's about breaking promises and shafting early adopters - you know, the thing the article from the stardock newsletter talks about being bad. The gist of your post, besides false information about how Steam sales work, seems to be "Lol, OF COURSE Stardock wouldn't keep the pr
This is an old issue. The sale you are complaining about was one that was originated by Steam, not Stardock. It is possible that Stardock could have refused to go along with the Steam sale because of their earlier statement, but that is never going to happen in the real world. Expecting it to happen in the real world and complaining about it much later only throws shade where it doesn't really belong and isn't going to change anything. Also, it spreads falsehoo
[quote who="Seilore" reply="76" id="3660364"] 1.9+ patch feedback (bug) One can not cancel projects once in the queue. (example research project) Please take a look at this. Thanks Edit: This seemed to clear up upon reloading the game I was able to cancel the project so I don't know the specific cause. [/quote] If nothing else, I can confirm t
In the Govern Civilization screen there is a slider underneath the big economy wheel. It governs the distribution of manufacturing between Social and Military building. On each Planet management screen, the distribution of manufacturing can be seen by hovering over the manufacturing section of the display. You get a break down of all the bonuses and such, then a break down of the distribution. It would be helpful if the break down did the arithmetic and gave you the
This is exciting and interesting stuff, the kind of things I wouldn't even dare to predict how much change they imply. It will take me a lot of gameplay to absorb. I am psyched. I really liked the visual of the initial minimum influence ring. It did indeed make a good narrative point. I agree wholeheartedly with the pet peeve. Anything I change anywhere should be immediately reflected everywhere. I consider it a simple principle, but implement
Works fine for me when I don't make a fool of myself and absentmindedly select the wrong option on the first planet colonized! :(
[quote who="lyssailcor" reply="43" id="3659870"] One observation: I play a new game with anomalies on "uncommon" or "rare" (can't remember, where can you see this when game has started?) and haven't found a single one 125 turns into the game ... [/quote] I have noticed the same thing. I have anomalies set to rare, They are there to find, but you have to have a lot of faith about that. For a long while in the start of the current game, the only ones
Moda are not turned off. I have two mods active, both cosmetic, but both working.
[quote who="Ed49663" reply="17" id="3659558"] Holy cow!!! The game turns are blindingly faster! So far, so good! [/quote] Just finished several hours of MP session. Had some initial issues that may have been my setup, but once we got started the MP turns seemed very fast to me. Not the waiting for the human part, but everything else. Cross trading the data for custom factions and such still takes a while, though, especially when each side has o
Is this about the weapons and other equipment, or is this about the hull design, or both? What I think you are after is the actual equipment layouts we use. This makes a lot of sense to me. I use default war ship design a lot, but have been putting them on my own hulls. That won't do you any good. If I have created specific use ships on non-standard hulls (Workshop downloads) is that any use? Can you discard the hull information? Sorry for
Started up for me first time like a charm. In game on the other screen as I type. No mods enabled, using my usual default custom faction. It's only turn one, and I haven't won yet, but everything else looks fine.
"Realism" is the right word. It's not just countries, it's a universal behavior. Heck, my cats do it to me all the time!
I think they should keep nagging you about it until you declare war just to shut them up. It is a different approach to AI diplomacy design, but obviously, the beginning stages are working on you already. :)
Just let us know when it is for real. That is a lot of changes to handle and adjust to, but it is downright exciting. There are things in the list with exceedingly interesting consequences. Starting game should be very different. It's like getting a brand new game for the holidays without all that wrapping paper to get in the way.
From what I can deduce, the mod reacts more often to tech changes and capacity changes. It may have other triggers as well. This comes through as an increase in the number of models the shipyard offers you over time for each of the categories. It doesn't change the categories presented that I noticed. I have a very basic approach to warships, though. So, you are best off trying the mod and seeing for yourself what it does for you. All my hand designs ar
Wow, that is a lot of work. I like it. Everything makes a ton of sense to me. The only exception is the starbase spacing. That seems kind of extreme. I agree with Seilore that it will increase starbase spamming, but I like starbases, myself, so I have a different reaction. ;)
If you are really picky about component allotment then it might be hard to replicate that for other factions other than with brute effort. Horemvore's AI mod changes the default ship blueprints to things I find much more reasonable. It is not a set of predesigned ships, it is a paradigm that is more reactive to the tech changes. I think it is also more reasonable about defenses. That is the closest I can suggest for you.
[quote who="Frogboy" reply="1" id="3658890"] Soon the AI will be asking for money when the game isn't even running. [/quote] Isn't that what a DLC really is? Coming to Galactic Civilizations III, the new DLC, "EXTORTION, when the AI gets serious". "Gee, that's a nice shiny monitor youse got there. It'd be a shame if someone blanked out a few pixels for you, wouldn't it? Just promise to play GalCiv at least once a w
I can't follow your other numbers that well, but it is my understanding that the Promethion Reserve only gives final income, like Tourism, and therefore is not affected by bonuses from planet improvements or starbases. In that aspect it is different from the other two, and your analysis will not apply. I agree that high population is good for starbase surrounded planets, so farms are essential. You illustrate that well. You illustrate they have to be consid
I don't think an 8 core chip on a laptop is a good idea. First, you need a reason beyond gaming. For almost all gaming, you want a 4 core processor with individually higher processing rates. It is speed that runs demanding games, not core capacity. An 8 core will only be useful for certain games, like GalCiv that will use the cores for "thinking" not just moving pixels around. That is a real limited list of games. GalCiv maybe the only one in production
It is very noticeable that the game is not using my 8 cores massively like I think it should. I am looking forward to the new performance graphs for my I7-5690 chip even more than the amazing turn time improvements. Mostly, it is the idea that all that added efficiency can be harnessed for more and more better AI. My geek excitement levels are peaking again!
A subtle point, maybe. The AI presently rips apart your infrastructure when it starts a war. Shipyards, starbases, asteroid mines, they would destroy your rally points if they only knew how. I understand that. It's what I do, and they are almost as vicious about it as I am. (Trash talk aimed at Frogboy and his AI) However, I have taken to not destroying an opponent's asteroid mines, because I see them as being mine when I take the planet. I