Thanks Illauna [quote who="Illauna" reply="1" id="3547670"] Visually, yes you will have a higher rate of fire. [/quote] Yup saw that, was trying to figure if it was true or just visual. Excellent points
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[quote who="Empress_Fujiko" reply="10" id="3547501"] Quoting Illauna, reply 7 My wife is going to leave me because of this damn game. Tell her there is multiplayer! [/quote] what a hoot [e digicons]:rofl:[/e]
happened twice now. tkt submitted
Do you get an overall effective rate of fire by mixing weapon types on a single hull? E.g. in a 2 ship fight, starting position ALL weapons in range ( i know not true, but lets assume). and lets just set damage L/M/K at 2/2/2. Would i do more damage/s with a one weapon of each type vs all of one type?
At game start build a fast colony ship to use as a population shuttle. No need for life support because you will only use it to go between your planets. Build and launch your “real” colony ship, MAX it out on population, which you typically can’t do without running your home world dry. I built a double and take 6 to my new planet > Bang prolific=12 on planet. Now take your trailing people bus into orbit on the new planet and e
[quote who="UnleashedElf" reply="13" id="3547227"] The other thing to see would be: 1. As suggested, a starbase module for repairs 2. A planetary improvement around repairs [/quote] Would like either or both of these. 1-5 pts/turn when you need 200 is just bad [quote who="ManiiNames" reply="14" id="3547240"] You can just upgrade the sh to itself. Is cheap, takes a few turns and fully healed. [/quote] Yup its li
[quote who="Frogboy" reply="1" id="3547283"] Thanks and let me join your lawsuit! We can make it a class action! [/quote] [e digicons]:thumbsup:[/e] And how about that AI? Sure has come a long way it the last release. Really has given me a run for the money on gifted and genius
B6.2+ med map, new game everything default Started a new game and got all the way to turn 142 before a crash, that’s a lot of hours. Here is where it gets weird: between turn 143 and 149, the game crashed no less than 8 times. I was saving every turn and reloading after crashing. Sometimes it died right as the game video came up after a load, others while scrolling map, clicking on something, or the always popular WAIT for AI. Nothing new w
AGHHHHH! I’m gona SUE I tell ya ; gona sue those bast**ds at SD! Been playing so much I have a crippling case of carpel tunnel mouse finger syndrome! Those sneaky SOB’s @Sd have coded what has to be illegally addictive bunch of 1’s & 0’s into their game. My mouse hand may be permanently crippled and on top of that I am going through withdrawal because I can’t play. So as
following has good tips and how to submit a ticket. Please do so, they really do use the data. Please click the link below to be taken to knowledgebase: <a title="https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting" href="https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galact
[quote]I'm probably stupid, so can someone explain me how it works now ? Please. [/quote] nope not stupid. X focus changed from converting your excess manufacturing into X (re/$/cult). Now it just adds a flat 5% Not really sure why they did it except that many thought the old system was too complicated. I think it was a little overpowered now i think it is underwhelming, should be bumped to 10%.
have had several CTD right after i click on one of my ships on the map. Overall stability seems much improved but not quite there yet ticket with dumps submitted
title tkt submitted
New game, med map ~turn 51 Scrolling around and clicked on a ship of mine, instant freeze then CTD. Ticket ID #OTV-570-97752 Did a lot of hopping in/out of the diplo screen >no crash, so lets hope this ones fixed [e digicons]:D[/e] STARDOC- anyone did you know the latest support tool gathers info from SK but not GC3?
yup just duplicated it in 6.2 also
B6.2 new game Have had 4 lockups in the diplomacy screen. It does not crash. I can click around and get the PING but nothing happens
6.2 opt in Frozen not CTD, waiting on AI turn to complete no *.dmp but did get .err ticket submitted >> note: this was a 6.1 save game. usually always start new but thought being this close to a release ... Did run or for 6 turns
Crash in diplo trade screen (rare occurrence rate) Set up a trade, hit accept, > glad we could agree > CRASH Ticket ID #BIT-202-71899
[quote] Beta ver 0.82.4.0 [/quote] You are way behind in updating Current release is 95.5
[quote who="00zim00" reply="1" id="3544921"] lastly, I have seen a lot of posts for issues with crashes from attacking/battles, is my issue the same and Stardock knows about it, or should I make a new post and ticket. Thanks ! [/quote] Hi Pretty much anytime you get a crash you should do a ticket, even if it is something you know they know about. SD really does use your data to help track down the cause. Lost of folks have had crash issu
Every time i crash i 2 bumps are created at the exact same time and different file names e.g. from my latest: GalCiv30_95-2015-05-05T11-01- 41-269 .zip GalCiv30_95-2015-05-05T11-01- 51-197 .zip Some times one of the ZIPs is corrupt. but both unzipped *.dmp files look ok QUESTIONS 1) why 2 dumps/crash (just the nerd in me) 2) I assume you want both 3) it one of the zips is corrupt, should i zip its corr
B6.1 new game. No invasions yet, few battles but BV worked ok. Crash when zooming in on map has gotten much better. These are random crashes occurring at different times as I play Split about 50/50 with lock-ups & needing to force a shutdown and CTD's Sent you 7 dumps. Ticket ID #LNT-264-87593 Very strange . After starting new game with 6.1 i was crashing every 10-20 turns. All were just on map (no special screens/viewers).
When assigning sponsors to shipyard, the wrong production # is displayed before distance penalty is applied http://screencast.com/t/uJ2Zg5zpUy
[quote who="Stalker0" reply="9" id="3544538"] There is no tooltip that says approval affects production...however brad did say it does in one stream. [/quote] Sounds like a bug?
Probable a well known method but i had someone ask so here is what i do 1 design and keep current my "optimal" starbase upgrade constructor (because using the default sucks) 2 Create a Rally point (or 2) that is centrally/optimally located 3) Set 1 or more shipyards to build and send my constructor to RP(s) 4) First one arrives at RP , set it guard so it does not keep bugging you, additional ships will auto stack/guard up to your logistics limit , at which poin