I just ran into the same bug :( The Snathi surrendered to me that turn, but when I press 'Turn' the game does not progress. It happens both in 1.82 and 1.83 opt-in. I submitted a ticket. [edit] The bug is fixed in 1.83#2 [e digicons]:')[/e] Thanks for the fix [e digicons]:thumbsup:[/e]
DST1348
Hello, I quit playing GC3 about a year ago and now came back after patch 1.82. Since people mostly tend to complain, I want to say that I am positively surprised about the state of the game. The constructor spam is mostly gone and the UI feels a lot more fleshed out [e digicons]:thumbsup:[/e] That said, there are still two things, which I think could be improved: - Why does the Escape key not close the Diplomacy screen? - I like the star n
Title says it all... I updated to patch 1.6 and loaded my previous save. Now I find that I can no longer build Assembly to increase Population when the planet has no free tiles. Once I destroyed a building to create a free tile I can build Assembly projects again. Please fix soon!
[quote who="Frogboy" reply="2" id="3614615"] 1. Not aware of any ideology perks that don't work properly. Which one did you mean? [/quote] One perk in Malevolent is supposed to unlock the "Culling Project" but it doesn't. See also here
[quote who="pshaw" reply="1" id="3612635"] That tech increases the bonuses that Precursor Relics give. So if you have a research relic, it would increase the amount of research that relic generates. [/quote] That's what I think too, but as erischild mentioned, is it actually applied anywhere? In my current game I have three research relics and three economic relics. I get a bonus to research and economy of 90% to each. But after I acquired the research relic
A post with this title already exists in the Beta Feedback , but the question still remains unanswered. I wanted to revive this thread, because the "Precursor Relic Focus" still does not to have any noticeable effect. Or am I missing something? I play the Milky Way Campaign as Terran Alliance on version 1.5.
I wanted to revive this thread, because the "Precursor Relic Focus" still does not to have any noticeable effect. Or am I missing something? I play the Milky Way Campaign as Terran Alliance on version 1.5.
Hello, I recently bought the Snathi campaign during the Steam Winter Sale. Now I am trying to find the technology that increase the range of starbases from 4 to 6 hexes. I think it's called Support Field Mastery in the Engineering section of the Tech Tree but I cannot find it. Is this technology specific to some races (I know I could research it with the Yor)? Thanks for your help!
Hello, I think I read in one of the patch notes that an icon was added to the Diplomacy screen when you cannot trade with an AI because of a recent trade (i.e. the dialogue option "Let's see if we cannot come to a trade agreement" is greyed out). But I don't find this icon. Is it still not there or am I failing to spot it somewhere? I am playing on patch 1.5.
The only notification I know of I the "ships from player you don't have an open borders agreement with". The problem is that it applies to neutral players as well as players you are actively at war with. Often, I had a dozen messages of that type because a minor race was in my borders and these messages were completely hiding the message about that one enemy transport that was heading for my unprotected colony...
I opened a thread for this a few months ago, but it hasn't been fixed yet...
You have my support on this! It can't be that hard to implement...
[quote who="pshaw" reply="7" id="3591888"] Are you are continuing an old save game from 1.0? I believe there was fix for this, but you'll only see the fix in a new game. [/quote] Yesterday, I finished a game as the Yor, which I had started after the latest patch, with "lot's of missing info" :)
IMO, the game is a Ferrari engine with a Fiat Punto chassis. The AI is getting better. The AI reacts to your actions, e.g. they upgrade their ship designs to counter yours or gift you units if you are fighting a common enemy. Personally, I find Normal difficult settings quite challenging. This is the Ferrari side. Unfortunately, the UI is bad. E.g. you can't queue Techs. You also have to wait a couple of turns between trade deals with the AI before you can talk to them again, b
Thank you all for your comments! Just to clarify, I also open with speed boosting technologies. I know the Krynn have a 3 planet home system, so maybe the AI recognizes this and build two more cheap colony ships? I didn't know the trick with the constructors, but the Krynn went Malevolent Ideology, so that wouldn't work. Maybe they got lucky in scouting and focused on rapid early expansion. But what strikes me as odd is that they also seem to have more techs than me, and were
Hello, I started the game on the new patch (1.3.something that came out today). I set the AI on Normal difficulty and encountered the Krynn early. By turn 30 I had researched Universal Translator and when talking to them, I saw that they already had 8 colonies. I don't understand how this is possible. I barely have 10 ten star system discovered, and almost none have habitable planets.
[quote who="SergSVow" reply="24" id="3589281"] I have a couple questions about " Age of War requirement reduced from 12 to 10" - w here can I read about it in detail, and what the exact terms of the transition between the Ages ? [/quote]</
Never mind. Turns out I was too impatient...
There is an article on the wiki page on ground invasions , but even the wikipedia article does not seem sure of what the rules are (all is fair in love and war...). Apparently, the planet population is spread over all tiles, while the attacker concentrates all troops on one tile at a time. This means the attacker has overwhelming odds of winning this tile battle. Besides placing a ship in orbit, constructing bu
An espionage system would be nice. Not sure if spies should be real units on the map (as in CIV IV) or units which you can send on specific errants (as in CIV V/ CIV BE). But I liked CIV BE's spy level and city espionage thread system. The espionage thread could start low (sabotage buildings/starbase modules, steal credits/technology points) to more devastating measures (kill population, cause unrest/revolt). That way a player/AI has some time to react to espionage threads. If you also in
Not sure if I understand your problem, but hitting "end turn" will cause all your ships to follow their preset paths.
Here is my wish list: Include "enemy ship in your territory" in the notification side bar and clean up notification side bar in general (see more here ) Add visual Feedback on the Diplo screen (e.g. an icon next to the planet, or a circle at the base point), so that you can tell at a glance which race you can trade with (lack of this is currently holding me back playing with more races) Make Esca
[quote who="Gauntlet03" reply="1" id="3578102"] 1) Set auto save to every 1 turn. [/quote] Is there a way to have more than 2 autosave games?
[quote who="Petri Kokko" reply="81" id="3576350"] Happened now a couple times with version 1.1.12: Game gets stuck at the end of turn when I have finished my movements and the turn button should activate. However, it doesn't. It continues to be labeled "Idle ship" but is grayed out and clicking it doesn't do anything. I can move around the map and the UI responds to mouse normally but the turn just won't end and because it's stuck in the "idle ship" grayed out I can't
[quote who="Lord_of_Void" reply="58" id="3575420"] Here is an example: A standard "Entertainment Center" provides: +x% Moral AND +3 Level to Approval as an adjacency bonus What the above boils down though is that another similar building gets +3 Moral being next to it and the overall KPI: "Approval" will be calculated the same as before (The "Approval" adjacency bonus is not applied to the "Approval" but directly on "Moral" as they are interchangeable). This might be a conf