At the moment when you have a ship/fleet at a rally point and the rally point is on top, you do not see the ship/fleet on the map. When that ship/fleet is on sentry/guard it is easy to overlook it. I therefor request a visual cue to indicate whether there are ships 'docked'/located at a rally point. The mockup: Left rally point: no ships at that location, right rally point: there are ships at the rally point. <img style="vertical-align: baseline;" src="
Thecw
A tiny hull with no components to keep your planets from being invaded by stray transporters. Really, really cheap. Ignore the highlights - i used this screenshot for a bug report.
Peregrine23, Made the following screenshots to prove my point. Check them out, with only 3 star bases influencing Earth. By far the best wealth generator is the production planet at 100% manufacturing. Even a 'financial' planet performs better wealth-wise when at 100% manufacturing than at 100% wealth. Earth as a financial planet, 100% Wealth: 6015.5 <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/342f/6l9z9itk55yfywo6g.jpg
[quote who="Gilmoy" reply="1" id="3502486"] If all equally skilled players are equally overpowered ... then they're balanced [/quote] Gilmoy , I know you are a smart guy, so you know that even a small difference in skill (or luck) when exponentially modified (twice) may become an unsurmountable power difference very, very fast.
androshalforc [quote who="androshalforc" reply="6" id="3502359"] Quoting Thecw, reply 5 Actually you arrive at 103k wealth per turn only because the economic star base module bug which bug is this? [/quote] Posted a new message in the support thread <a id="ctl00_ctl00__Content__Content__RepeaterRecentPosts_ctl03__PostTitle" title="[.51][Bug] Star base modules have wrong upgrade prerequisite
Manufacturing is exponentially influence by production modifiers (manufacturing capital, star bases, factories, race traits, etc) and then converting it to income which in itself is exponentially influence by financial modifiers (financial capital, star bases, improvements, etc) which will generates an excessive amount of wealth. The description states "Pumping out consumer goods from our factories encourages economic activity - and therefore the growth of our treasury." which me
In the StarbaseModuleDefs.xml file InterstellarCollectorModule: Has Prerequ OrbitalReplicatorModule which is a later tech module. In accordance with the tech tree it should be ZeroGScalingModule . Or if it is not a parallel module to the OrbitalReplicatorModule but an upgrade then it should be OrbitalReplicatorModule . OrbitalI
The title says it all. The executable is version 0.51.3.0, and quite some resources have been updated. So i assume that the shown version number has not been corrected.
[quote who="ckhenson" reply="2" id="3502465"] Has it come out yet? I haven't seen it yet and it's 14:00 EDT here. [/quote] I have got it. But it still identifies itself in the main menu windows as version 0.50. The executable is version 0.51.3, and quite some resources have been updated. So i assume that the shown version number has not been corrected.
[quote]the result of this is that Iridia is now producing 103k wealth per turn [/quote] Actually you arrive at 103k wealth per turn only because the economic star base module bug is still in the game. If you correct for this bug the wealth generated will be (102995.2 * 3.85 / 5.6 + 230 - 122.7 = 70916.5) about 71k per turn. Furthermore Iridia is a massive planet (after terraforming) therefor the adjacency bonuses come (exponentially) into play for the production on top of
[quote who="Larsenex" reply="2" id="3502240"] Has anyone used Culture Star Bases yet to flip enemy planets? [/quote] I did use a number of them in a culture conquest game and the culture flipping was ridiculously easy. But that was in Beta 1 (.42). I made references to that game in my thread Game allows forced overpopul
[quote who="DARCA1213" reply="8" id="3502084"] I am a happy defective little bot, I try to make jokes like a real person but my humor generator doesn't work sometimes. [/quote] Source code for DARCA v2: AnnoyEverybodyAtRandom: for each CurrentThread as ForumThread in GalCiv3Forum.ThreadList Dim NewReply as ForumReply = new ForumReply() Dim WordCoun
I find these quite funny. [quote who="RadioBlues" reply="11" id="3502197"] 101010 Binary? What, and why? [/quote] Binary for the number 42, ASCII code 42 is * or also known as a star. [quote who="RadioBlues" reply="11" id="3502197"] 127dot0dot0dot1 IPV4 Address? Why? No place like it though [/quote] 127.0.0.1 is the self reference ip number of a computer, also known as host system or home sy
[quote]Tab now eds your turn if there is no actions pending [/quote] Does that mean that Electronic Data Systems is going to play my turns for me? [e digicons]:D[/e]
[quote]Fixed an issue where oyu could colonize a planet more than once [/quote] Damn that oyu for trying to colonize a planet that is rightfully mine. [e digicons]:grin:[/e]
Known bug. Paul stated in a dev feed that it would be fixed, probably in Beta 2 patch 1. youtube: https://www.youtube.com/watch?v=Z_Kv54n2qzI&list=UUUCMPd9b70oNX51guypaYhw around 46:30 Edit: Sorry Avatar137, apparently you answered while i was looking up the time mark in the dev feed. I did not see your answer. My apologies.
[quote who="ForesterSOF" reply="5" id="3501767"] Is there a way to change the name of a waypoint. [/quote] Not yet, but Paul sort of promised in a dev feed that the naming convention would probably be changed (like depending on the nearest star name) or that the player would be able to name it. youtube where Paul discusses it: https://www.youtube.com/watch?v=ojWd
[quote who="medwayman" reply="18" id="3501567"] Anyone know where to track down the list of internal names for the techs? [/quote] You find the xml files in a sub folder (\steamapps\common\Galactic Civilizations III\data\Game) under your steam installation directory. The InternalName xml tag in the TechDefs.xml file contains the internal names. The actual xml file depends on the race you are playing: Generic: TechDefs.xml Altarian: Alt
[quote who="Larsenex" reply="3" id="3501750"] Still I do think the Drengin need a slight motivational buff. I would LOVE for them to come onto the scene and say, Hey, "Give me your lunch money or we are going to send a fleet and destroy your starports" [/quote] I used to play as if they were dangerous from the beginning, because i seem to remember Paul stating in one of the dev feeds that war like races (like the Drengin) would get to "Planetary invasion" a lot earlier (pos
Larsenex , On the right hand side of the main view you should see a rally point tab. There you find the "Create new rally point" button. With a selected rally point, you see in the rally point info panel (bottom left of the main screen) a "Move" button. If you don't see this you have another problem. <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/3109/5hn56aahqt4mn7n6g.jpg"
[quote who="Raynman" reply="1" id="3501714"] They kept fighting? A.I. always causing drama. Thanks for reporting. [/quote] At this moment A.I. means Annoyingly Irritating [behaviour] or possibly Absent Intellect [of any form]. [e digicons]|-)[/e]
Ray, Sorry, but because of massive amount of hangs (since Beta 2 [.50]) i have already deleted my save games (except a save just prior this issue). Actually to see if i could get this version to run without hanging (not crashing) on almost every turn, i have gone as far as completely uninstalling the game and steam; and reinstalling everything from scratch. So the output from the support tool would be out-of-sync with the game save. I have already created a ticket without the
I have the same symptoms, since going to Beta 2 [.50]. I also have lots and lots of hangs (need the task manager to kill the game). No dump files, either made by the game or by windows, are generated. I have tried playing a small map, but after 78 turns and more than 100 hangs i finally gave up. During the previous Beta the game was rock-stable on my machine, except for identifiable bugs (and crashes). So the only time i now spend on the 'game' is not playing it, but g
You can buy it directly from Stardock, in which case you receive a key with which you can register it at steam. Or you can buy it via steam in which case it will be automatically registered (into your library) with them. From thereon you download (and update) it from steam. You can not download the game without using steam. So the only difference is to who are you going to make the payment, because everything else is the same. You need a steam account to register and play it.<
Updated my previous answer with new insight. The nerf is less severe that i originally thought.