Niedzielan

Niedzielan

Joined Member # 5372733
4 Posts 200 Replies 509 Reputation

Hmm, you could modify ColonyNetIncome to offset that, but that would affect Tourism too, which isn't affected by ProductionPoints... Or maybe just adjust all maintenance in pacing. Trouble is that trades are valued at certain incomes, and you wouldn't want to make it so much harder (or would you, that's a thought)

4 Replies 15,688 Views

I just did a bit of testing, since it seemed like that could be a solution to one of my problems. I found that [i]ProductionPoints affects Manufacturing AND Research (and Income).[/i] Basically - Production is different to Manufacturing and Research. It's literally the production that the colony can output (which then gets split amongst manu/res/eco ) I have a solution that works for research rate, but I wasn't sure what to do about m

4 Replies 15,688 Views

[quote who="Illauna" reply="36" id="3541154"] Quoting Niedzielan, reply 31 I'd like to be able to have a ShipYard on standby - not producing anything, but able to make contructors if requested. You can shutdown your ship yards. This is useful to do. I am currently playing Terrans so I can some shipyar

69 Replies 263,302 Views

[quote who="Lightbanee" reply="38" id="3541104"] The combat AI seems to be enhanced now though, they do attack, but there does seem to be a problem with 2 units of soldiers capable of conquering a planet with 8 units of planetary defense. [/quote] This is fixed in Beta 6.

58 Replies 165,815 Views

[quote who="Hwy101" reply="4" id="3540969"] Is there a download for the Beta? And, will this work on Win8; or, this moot since it's on steam? [/quote] The current Steam version is the latest Beta release (Beta 5 patch 3). You have to buy the game, and then download it on Steam to access the Beta. It will work on Windows 7, 8 and 8.1, but 64-bit only. Windows 10 support will come when that gets released.

8 Replies 25,877 Views

[quote who="scara_monga" reply="60" id="3540767"] Quoting Nastytang, reply 59 virus scanner block the page for me scara_monga Dunno how buddy? It's 'hugefiles', pretty decent storage site [e digicons]:)[/e] [/quote] "Decent", aside fro

173 Replies 1,207,702 Views

[quote who="androshalforc" reply="8" id="3540746"] i wouldnt be surprised to find that range does not work for the AI [/quote] I know that colony ships do abide by range. When reporting on AI cheating, they did not send a ship to a habitable planet just outside their range, but as soon as they had a colony ship that could reach it, they sent it. Whether constructors are bugged for range, or only minor factions, is something I don't know.

14 Replies 25,337 Views

You can find dimensions, weight, etc, by using the "Details" button A GalCiv3 Colony Ship is 49x32x110 meters in dimension, and weighs 157,500 metric tons, crewed by 15 people. Then I put the ship in orbit and its dimensions shrank to 37x24x87. Yeah. It's not affected by how many people are on the ship either. Going to submit a ticket about this. (Forget AI, this is the real important stuff) However, colonies aren't defined by the ship, they're defined

7 Replies 10,751 Views

[quote who="NGC7000" reply="8" id="3540741"] Quoting Niedzielan, reply 7 If Steam has 25% or more of the market share, it is a monopoly. (That's the economic definition. Yes, there can be 4 monopolies in a single market.) Not a definition that I'm familiar with, but I will defer to you.

26 Replies 168,788 Views

If Steam has 25% or more of the market share, it is a monopoly. (That's the economic definition. Yes, there can be 4 monopolies in a single market.) I'd be surprised if Steam had less than 25% of the PC gaming market, there are just so few other competitors.

26 Replies 168,788 Views

[quote who="androshalforc" reply="6" id="3540727"] Unfortunately i cant provide a save as i have reformatted recently i noticed that the ai seems to either ignore range limits or has an unlisted 100% bonus to range i was playing an immense map * i changed ship range in mapsizes globalcombatmods to -0.20* i had an AI freighter reach one of my planets the planet was at least 80 tiles away from the nearest ai planet/starbase and

14 Replies 25,337 Views

[quote who="Spark026" reply="2" id="3540704"] 1) The AI appears to know exactly where the habitable planets are located. I could see this being a fine perk for the AI on the hardest of difficulty settings, but it seems at bit unfair on the lower settings. This may not can be fixed right away because currently the "Explore" algorithm seems to just search for empty space, not for nearby stars that haven't been explored. So perhaps some work into a new "Explore - Stars" algorithm

14 Replies 25,337 Views

[quote who="stonehold" reply="3" id="3540699"] @ Niedzielan Thanks for the Amalgemotians (the misspelling is intentional, btw -- pronounced uh-mal-ge-mo-shee-ans) logo advice. You're right, and thus it was given less negative space. <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl00__LinkUser" class="hand" title="Click us

7 Replies 22,552 Views

[quote who="TheBirthdayParty" reply="12" id="3540687"] Quoting Publius of NV, reply 10 Both the assault and sifter lines of ships are incredible! Too kind. I'm eventually going to figure out what best free ware recorder to use and post them. [/quote] If yo

15 Replies 7,729 Views

[quote who="Seilore" reply="7" id="3540666"] Quoting Derek Paxton, reply 6 Love this save. Your animated whale ships are awesome and the team got a kick out of them. I loaded this up with the public build and saw the issue you mentioned and then verified that it doesn't happen in Beta 6. Thanks for the info!

15 Replies 7,729 Views

Alright, I'll bite. Some people kept asking to be able to move Colony Capitals, so I made a mod to let you do exactly that (or at least able to destroy and rebuild it somewhere else) https://forums.galciv3.com/463831/page/1/ I've also got an idea for adjusting research rates. Several people have complained that late-game, having -50% research for a colony is nothing when you have +1000% from

7 Replies 22,552 Views

There will always be improvements to be made, at some point you just have to say "It's good enough to be released", and then include anything extra in patches. If they waited until the game was fully 100% complete, it would be at least another year before release. Some people might think that that'd be worth it. Few games are ever released 100% complete, and I'm not talking about the unfinished unplayable messes out there.

36 Replies 40,572 Views

[quote who="PogueMahone1973" reply="2" id="3540531"] Does anyone have a way to fix this? [/quote] "Fixed an issue where planet icons would be lost when loading a game" - Beta 6 changelog I assume that addresses any issues relating to the planet icons.

3 Replies 7,857 Views

2. Agreed. I've seen very few fleets. 3 is fixed in Beta 6 4. You can't have more than 3 +s graphically in one section, despite having more than +3 bonus there. I think I saw something about it displaying the actual numbers, so that might be fixed.

3 Replies 4,005 Views