I will just leave this here:
mortili
[quote who="Syntax_VI" reply="408" id="3589430"] I was running pretty solid, but just had a save game than finally went on me at around turn 500 (I think). I checked the debug.err file and I see this message repeated thousands of times (I finally had to ctrl'alt-delete the game as it was frozen for a very long time). I reloaded the autosave from the previous turn, hit end turn, and had the same freeze. Debug Message: WARNING: SpawnStarterShipsCallba
[quote who="SergSVow" reply="24" id="3589281"] Thank you! 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 ? <
well labs were nerfed hard in 1.31 so the way to go is all factories then i guess? well i do that anyway^^
you can actually make your planets immune to invasion if you get planetary defense high enoghe
Here is another save with this bug: save
[quote who="Franco fx" reply="21" id="3586839"] Still no ship set for the Arceans, I presume. (???) [/quote] I added a Design for the Constructors and Survey Ships, but they are not that nice^^ If someone wants to do them i could include them
have also seen this, just put a building in the build-queue and start the governor again, he ahould take over after that building
yep it was, not sure if its broken right now, but its also only a 0.1 decrease per turn... its in the GalCiv3GlobalDefs.xml, search for GrowthDecay changing it to -1 should help with this
added a new version: -Remade the Techtree (now uses the Thalan Tech Tree as Basis) -Nerfed the Weather Control Zenith (because the Ultra Terraformer is gone) -fixed a bug where you could build multiple Navigation Centers per Colony
I did some test with really high penaltys to production/growth/influence. It worked surprisingly well, no crashes etc. Also when you get negativ production/research it shows to complete the building/ship/tech in 1 turn but never actually finishs it especialy the negtiv growth seems promising (pretty much how it worked in GC2) :P
[quote who="ManiiNames" reply="2" id="3587807"] Can you scavenge pirates? [/quote] jep :)
well if your slider was at 100% social, you got negativ military production Its simply something that the game isnt made for, so its not really a bug. I would try something else, maybe a % penalty to production?
[quote quoting="post"] First things first. 1 pop = 1 production. This should be true only for the Capitol planets or with Civ Unique or Galaxy unique improvements. Or perhaps something that can be purchased as a racial trait. Otherwise I think there should be a scaling drop off in production as population increases. Pop 1 to 8 1 to
they had the opposite problem in GC2, which never got fixed^^
in gc2 you could tell the governor exactly wich buildings to build and in which order, (as far as i understood it this will evetually come back) it was also able to utilizise the bonus tiles, but with adjacency and the changed terraforming its likely that the governor will screw up :(
[code="xml"] TheArtifact_TheArtifact_TheArtifact_Trigger true OnStartMegaEvent AwardArtifactToWeakestPlayer DefaultArtifact DoS
they also didnt in GC2, only mined asteroids would culture flip, starbases not
seems its already fixed in opt-in 2 of version 1.3
AITechGovernorDefs.xml [code="xml"] xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/AITechGovernorDefs.xsd"> DefaultPreference ZeroGravityConstruction </AITechG
where is the ZoI actually used as ZoC ? the only thing i can think of is that one stupid UP-thingie
1.3 opt in 1 was version 1.3.0.4 1.3 opt in 2 is version 1.3.0.10
didnt we already have that in the alpha?
my tests showed an increase of AI performance of ~30% in the first 100 Turns, so jep they are a lot better. If this goes on 1.4 will be great :)
the problem is that in gc2 the best thing to do was to NOT specialise at planet scale but globally, you were running mostly labs or factorys, no planet was special at all wich made the planetbuilding pretty boring since you would do the same on all of them. GC3 was promising in that area, but without a way (and it doesnt have to be the production-wheel) to put production in one direction, it will be the same as in GC2.