When a planet build queue is empty and the manufacturing is set to zero then there will be no "Idle colony" on the turn button. How to reproduce: Rush buy an improvement and have no other items in the build queue; Set the manufacturing to zero, for example set it to 100% wealth or research; Advance to the next turn; The build queue will now be empty, but you will not be notified of this on the turn button. Therefor the game allows you to ad
Thecw
[e digicons]:thumbsup:[/e] I see, you are into Draconian measures against your enemies. [e digicons]:grin:[/e]
[quote who="Rhonin_the_wizard" reply="1" id="3534437"] The devs' concerns with cloaking was that the AI wouldn't be able to handle it and that they would need to make that effect when the ship is invisible [/quote] The problem was that if cloaking made the ships shimmer to indicate cloaking that would give problems to both the AI and the player. In my solution a ship is either visible or not. And because the default cloaking of zero, the ships without cloaking tech w
There have been a lot of talk on the forum and in the dev feeds about cloaking (and its absence in GalCiv3) therefor herewith my proposal for a workable cloaking system within the game. Premises. Every ship has a cloaking factor (default zero); A fleet has the cloaking factor of the lowest cloaking factor of the ships in it (corrected by any fleet cloaking components that are installed on the ships in the fleet); Every planet and sta
[quote who="androshalforc" reply="5" id="3534400"] I agree at the very least all the major's should have their own scientist type [/quote] The Drengin should have a Torian slave scientist, for no self respecting Drengin will become a pencil pusher if he can whip the desired results out of a hapless slave; And when that one fails there are always others available for replacement, leaving the failure to become Torian rump roast. [e digicons]}:)[/e]
As which race are you playing? Because the TechDefs.xml file is used for races that do not have a specific tech tree. For the Terrans you should change the TerranTechDefs.xml, for the Thalan you should change the ThalanTechDefs.xml, etc, etc... This means that if you want to change the research cost for all races you will have to supply modified versions of all the *TechDefs.xml files. Note: You did not alter the research rate you altered the research
Stream is currently running: http://steamcommunity.com/broadcast/watch/76561198043912108
Known bug. [.72.2][Bug] Benevolent Exporters (Traders I) does not gives an additional traderoute
Ray, i was going through a fast test game in which i (except for the starting turn save) made no save. Therefor i have no save prior to this bug.
Ray. Ticket submitted.
Ray, ticket submitted.
Sometimes when your survey ship tries to grab an anomaly that is protect by pirates the warning prompt stating that fact does not show up. This means that you do not have the choice to withdraw and combat ensues whether you want it or not. In all cases that the warning didn't show, i won without taking any damage. So i did not lose any ships, but it is a bug never the less.
After starting a new game my custom (tiny and cargo) ships showed up in the shipyard build list, and i was able to produce them even while their current mass was way above the mass maximum. I was able to build a cargo hull with 4 colonizer modules on turn 1.
How to reproduce: Place a rally point next to the shipyard; Attached the rally point to the shipyard; Build ship; Observe how the ship is not deployed on the rally point. And please give us (an easy) ability to see which rally point is attached to a shipyard.
I have not checked all my ships but in a short game i played some showed up correctly. And a number of customs ship which i should not have been able to see also showed up (with current mass larger than the maximum allowed mass) for my current tech and miniaturization level. However ALL my custom ship classes (as defined in a custom XML) fail - XML errors during game start up. SD seems to have changed the XML structure for this. More than 50 ship classes down the drain. [e digico
[quote who="erischild" reply="31" id="3528966"] I am trying to use the "spawn" command which I saw Paul using on the dev stream. It is asking for names for ship types and nothing I am trying is working. Anybody got any deeper insight into the command console? [/quote] It only works on ship designs by specifying the full ship name, which is a hassle. Better to use short ship names. Furthermore the ship name must be limited to just letters and numbers (a
The bug is as the title says. It seems to be caused by a wrong scope for the TradeLicensesMax stats for the TradersTrait1 trait in the CultureTraitDefs.xml file. Stats for the trait as found in the CultureTraitDefs.xml file. TradeLicensesMax Global Faction
[quote who="androshalforc" reply="15" id="3525841"] allow it to be upgraded +2, +3 adjacency bonus might help in the later game [/quote] This will give problems, not because the idea is wrong but at the moment upgrading unique buildings is bugged. See [.72.2][Bug] Multiple Research Cloisters buildable</
[quote]After this, I tried to upgrade my ship from the old: "Speedy Cargo I" to the new "Speedy Cargo I" design but I could not. I presume that it is because you are using the name as unique identifier.[/quote] JacquesGauthier, did you enable the shortshipnames in the console? Because that is the only time i have seen this problem.
stephen3 without any specifics, about start-up settings/the actual current turn/initial generated map/usage of custom ship designs/modded files/etc..., it is very hard to make any statement about whether there is a problem with the AI level and/or compare it to the game play results of another player. What i normally do is make a save in the fir
[quote who="androshalforc" reply="26" id="3524440"] also unless you are hard limiting the HS now you create a bit of a micro problem i now need a copy of each ship for each planet that has a different level of HS [/quote] And it is not just a micro management issue for the player. According to SD (i think it was Paul in one of the dev feeds) the effects of the Shrinker can not be limited to just one planet, because then the auto ship designer (the code that generates the var
[quote who="tgallo" reply="20" id="3524336"] A 195 hitpoint ship with 1500 logistics points, wow! [/quote] The ship by UnleashedElf does not have 1500 logistics points, but 1500 mass points. It still has the standard 10 logistics cost. And this means once the Hyperion Logistics System bugs are fixed you can build a fleet of 6 of these mon
[quote who="adamb1011" reply="21" id="3524344"] Rename the hyperion shrinker to hyperion shipyard. [/quote] There is already a Hyperion Shipyard. It should give extra hit point bonuses (5 HP base and 1 HP per building level) to all newly build ships. At the moment you can not build it because it is dependent on the tech "Hull Strengthening" which is disabled (in the Beta). And even if that tech is not disabled then it will not function because it use the "OnConstruct
[quote who="Larsenex" reply="7" id="3524140"] Symosin are you sure? I really hope you are correct [/quote] It is as 5myosin says. And the Hyperion Shrinker is ridiculously powerful when combined with other military buildings. See the postings in this thread: Miniaturization - how do