Strategos909

Strategos909

Joined Last seen Member # 6237393
9 Posts 29 Replies 589 Reputation

I'm using the standard Terran Resistance from Crusade - tweaked via your Mod to have 4 racial attributes. WIll have another look at the Shipset but I'm sure it has a Stellar Architect model. After all, it unlocks when I research Spacial Manipulation - just not when I traded for it. So to me it definitely suggests some sort of gremlin is in action.

14 Replies 56,025 Views

Thanks to both Gauntlet and DivineWrath - I think this is another Retribution Bug. The Stellar Architect isn't unlocked in my ship designs but the Hypergate Component is which at least allows me to build a custom design and install Hypergates across my Empire. Looking to replicate the bug, I've tried a number of game restarts - using both vanilla GalCiv and with GRM 1 for Retribution enabled and the same thing happens. If I trade fro Spacial Manipulation the Stellar Architect doesn't

14 Replies 56,025 Views

At the risk of appearing dim - how exactly do you create Hyper Gates in Retribution? I have all the DLCs apart from the Heroes of Star Control and have tried playing Retribution a couple of times. I've had lots of artifacts but nothing to let me build a HyperGate. Likewise can't see an option to build using a constructor or shipyard. I can see other races have built them but when I open diplomacy they don't have any technologies I don't have so I'm stumped. Help pse !

14 Replies 56,025 Views

Hi Pshaw, im not sure if this is deliberate or not but when playing on an immense map with 16 empires at 'Godlike' I'm soon (within 10 turns) being buzzed by freighters from AI empires with a movement rating of 18 (I've managed to get mine to 5 movement). Likewise by turn 60, I'm seeing multiple empires with large ships of over 300 hit points. I know the AI gets a big buff at godlike but that seems OP! 3 games in now and starting to see 18 movement freighters again - it's

65 Replies 186,029 Views

Hi Gauntlet - now done a complete reinstall of both Gal Civ 3 and your MOD and have just made the error worse - stats still zero but have lost pictures but can still see the names, costs. Installed it on my old computer and everything works fine and as it should. Only thing different is that my current pc has an M2 drive as it's 'C drive' and all the games programmes, inc steam and gal civ3, are on a traditional drive as an 'e drive'. Are the links hardcoded to look at a c drive?

1,416 Replies 4,486,588 Views

Hi Gauntlet, Dont know if others are having the same problem but the 2.5 beta appears to have broken the mercenaries element of GRM. Everything else works well but mercenaries have all their stats set to zero across the board. Tried reinstalling GRM but still have this problem - uninstalled GRM and got vanilla mercenaries, reinstalled GRM, got your mercenaries but all stats are zero again. Thanks Daren

1,416 Replies 4,486,588 Views

Upgrading your survey ships takes an additional administrator which is surely wrong. Need an upgraded Enterprise mid-game but don't want to retire Capt Kirk for Capt Picard just yet ;-) AI will happily trade for new expensive weapon techs, but doesnt appear to use them as weapons on new ships still lower than single value of high value weapons like Disruptors / AM missiles - even when I gift them Elerium/ antimatter they don't use it but leave it in their stockpile and continue

32 Replies 153,221 Views

Just noticed an annoying bug when upgrading survey vessels - it treats them as a new build and costs an administrator rather than just the cost of upgrading the ship. Just imagine Capt Kirk being told "Good news, we are upgrading the Enterprise - oh by the way your sacked and being replaced".

86 Replies 374,345 Views

I'm currently loving Crusade and thought I would let you know a few irritating bugs which are still there - even after loading latest 2.14 beta patch. In no particular order: Invulnerable Asteroid Mines . Once a faction is destroyed you can no longer attack asteroid mines belonging to it. This is irritating as (for instance) when you capture its last planets the the influence around them remains and prevents your newly conquered planet from us

0 Replies 13,905 Views

Okay, my friends and I have just completed a 3 day gamefest including several games of Gal Civ 3 Multiplayer (2 or 3 humans), Insane abundant maps with 22-24 races total, mercenaries and all DLC included. For reference we played on a Linksys WRT 1900 ACS gigabit network, 3xPCs were all beasts, fast intel i7 chips, 32 GB RAM each and different (but recent) ATI or Nvidia 8GB graphic cards. Here is the consolidated feedback. First of all, Good job on 1.7 patch- much improved stabili

1 Replies 5,096 Views

It is a bit of a pain, but you can get round it as follows (same issue, just had LAN party). Start game with 2 or more players selecting whatever empire they can. Save game turn one then come out of game and restore the session - you can then claim one of the computer empires as a human one - providing you haven't played any turns then you can start from there.

9 Replies 7,914 Views

Trying to match realism, micromanagement and gameplay is always going to be tricky. I think fighters staying destroyed until you renter your own space, but not upgrading to latest design until back and 'docked' would be a nice compromise. Upgrading a carrier should also upgrade and replace lost fighters as well.

21 Replies 115,290 Views

Could we have an opt-in beta pse. It is school holidays in UK fromFri, so we have a chance for a couple of weeks gaming. Will really suck if 1.4 comes out to coincide with going back to school and we have to wait until Christmas before getting a decent chance to play!

9 Replies 24,190 Views

Personally, I think it would be easiest to treat fighters as partially expendable as follows. Ftrs for carriers in orbit around a planet, or based on an in-system space Stn replace automatically. otherwise destroyed fighters stay destroyed until carriers come home and 'dock' to replenish. As for upgrading, follow same rule, so deep-space at school or carriers deployed outside your own territory can't upgrade. Should be relatively easy to code as well.

21 Replies 115,290 Views

Game cache validated fine - I think pshaw has hit the problem on the head. Any small or Tiny etc maps I make work/load fine, but Gigantic don't. I guess Stardock haven't quite enabled gigantic maps for multiplayer as announced last week. Hopefully in this/next week's patch or the opt-in for 1.4.

3 Replies 16,788 Views

Thought I would celebrate the recent upgrade to gigantic maps by crafting one to play with my son. However none of the maps I created show in multiplayer. My old ones are still there and usable but none of the ones created this weekend (since download axing the latest patch) show in multiplayer - has something changed? They are there for single player but not multiplayer for some reason. All my old maps are there for either single or multiplayer but not the new ones - help please.

3 Replies 16,788 Views

Hordesman - I absolutely get that you can't use MODS in multiplayer. My point is that Stardock trumpet the 100 players in multiplayer and it would be very boring to be ltd to just the core races. Shipstyles such as gauntlet's excellent work do not change the game settings and so should be allowed. Providing the race has been created using the in-game editor rather than rewriting the XML then they should be playable-and it greatly adds to the immersion if they can be given unique ships

1,416 Replies 4,486,588 Views

Hhmm, have really enjoyed using your mods in single player but just tried to setup a LAN multiplayer with a friend and get the message that your factions can't be used in a multiplayer game. It seems the shipmates are the issue as I can't use the factions I created using your shipmates either - but a single swap to use the core shipmates and these races are fine - ditto, if I 'edit' your races to use a core shipmates then that works too. This is a real shame as it is not as th

1,416 Replies 4,486,588 Views