Guys, Does building the supply depot impart on sored goods? Also does it have any interaction with supply ships? Thanks.
peterh1979
Yep both gates connected (bright beam of light between both points). Do you have to enter the gate at either end for it to work? Can you use other Civs lanes?
I played arounf with hypergates today and I did not see any movement bonus. Are they actually working? They seem to be broken to me.
In the tech tree and your own chamgc logs all thrusters should have a mass of 1 however in the ship designer the mass is the same as it used to be. Also when you colonize a promethion precursor the tool tip says you should get +5 promethion but it doesn't happen. I'm currently running the latest opt in parch for retribution.
Hi Guys, Up until recently I've only tried diplo and science victories. I've started going for conquest victories recently so my experience with legions has been pretty minimal up until now. I have 2 questions. 1. When I unlocked the general citizen type I trained up a general to get the 5 legions that comes with it. However I noticed a few turns later that I actually gad 15 legions. Did I get 10 for
Horemvore I jusy played a game with mods disabled. I was able to form a few alliances quickly enough i notices that the alliances reqiured a standing of 9 (with mods enabled its 16). Im guessing that 16 is beyond the maximum which i think is 10.
In the citizen summary screen under each diplomat it tells you which civ they are assigned to.
Sorry for some stupid reason I'm having problems putting screenshots in the post. Ive uploaded them to the dropbox folder below https://www.dropbox.com/sh/q0dxrgc5wer8cse/AADuJs1xv2HNj3-TttatdYrva?dl=0 Thanks.
Sorry maybe for not explaining more clearly. Im playing benevolant and picked all benevolant/pragmatic oponenents to reduce the different ideology modifier. I have some "you are ripe for conquest" but overall all races are extremely positive towards me. My problem is that my standing rose steadily to 10 but its not increasing even when my diplo score is very high and after a lot of turns. I was just wondering is some specific road block in place at 10
Horemvore I installed the improved diplomacy and 2 way treaties in crusade and they are excellent. However I have 2 questions. Alliances require a standing of 16 however I seem to be stuck on a standing of 10 with most of the other races with little to no negative modifiers. What do I need to do to make the jump to 16? I noticed one civ I was trading with that I had a plus 1 modifier on the diplo screen which surprised me because this had bee
Firsrly i must commemd Stardock with there bravery to basiccally rebuild a game from the ground up. it was a bold move that paid off in my opinion. I played GalCiv 3 from alpha stage but my interest significantly wained after Mercs. Howecer Crusade has totally reinvigorated the game dor me and maddiction is back with a vengence (much to my wifes dismay). I love the new citizen mechanic but more than that I love how resources matter now! Ive only sc
Played a game last night where I picked the second tier benevolant ideology revealing a calss 10 planet. However nothing happened no planet appeared. I still have the save its required.
I think your reffering to StarDrive. To be honest while it would make things easier I wasnt a fan of it I felt it broke the immersion a bit. The idea of troops launching into orbit and turning into ships didnt sit right with me.
[quote who="pshaw" reply="42" id="3660705"] Quoting Pirate_Ben, reply 38 Bugs so far: -Everyone thinks I am trying to culture flip them, even though I built 2 influence buildings and 2 influence star bases. I only share boarders with one other civilization. I have the -2 diplomacy modifier on every
I can confirm the same behaviour as the previous 2 posts.
[quote who="Rectunator" reply="1" id="3660372"] I'm getting the cultural flip accusation/deterioration of relations bug too. Civilizations from across the galaxy bitch at me for trying to flip their planets and I get that -3 to relations with everyone. [/quote] Yeah your right I've just started a new game and same problems. It looks like if your trying to culture flip 1 AI it counts for all of them. I also got ther sme problem again wherr t
Two issues I've noticed. AI accusing me of trying to culture flip their colonies when I don't have any colonies or starbases near them. AI grabbing the class 5 planet in my home system. It goes into 100% rebellion and then goes back to zero and starts again. I have not been able to repeat these bugs yet so could have been a once off.
Guys, Any chance you could give us an update on when 1.85 should be dropping? The road map stated Summer. Thanks.
[quote who="erischild" reply="6" id="3649155"] As well as shipyards, you can put a Freighter into orbit at any one of your planets, and that will become the source planet when it exits. [/quote] I tried that in a recent game. I sent 2 freighters to my trade world. Put them in orbit then ejected them and sent them off to another Civ's planet. However in the trade screen the point of origin for these routes were still the shipyard colony no
I would like to get in to multilayer. PM me if your looking for a game. However please I'm In Ireland so my timezone is GMT+1. Also I have a wife, a 3 year old and work so I don't get much time at night to play. Can you save a MP session or do you have to complete a game in one sitting?
Will the mod work on saved games or will I need to start a new one?
I know the most common fleet composition at the moment seems to be capital ships loaded with weapons protected by escorts loaded with defenses. I'm just curious has anyone found anyone found used for interceptors and assault ships?
[quote quoting="post"] I noticed in 1.8 opt in that trade resources are now described as "one per player". Surely this is a typo and its meant to be one per colony? [/quote] Okay I never noticed that wording before. Thing is that the wording "1 per player" seems to suggest that if you find a second colony with that resource they wont stack (which was never the case)
I noticed in 1.8 opt in that trade resources are now described as "one per player". Surely this is a typo and its meant to be one per colony?
Guys, Thanks for your replies but the problem is that its all speculation. Stardock need to at the least fix the tooltip so we know exactly when it does. I think it does help evasion but unless stardock come out and tell us we are only guessing.