[quote who="Skywalkerfx" reply="9" id="3701133"] Ibeg to differ Quoting Xzanron, reply 5 While I'm a huge fan of GalCivIII, I've been reluctant to play it recently, and the main reason, I feel is because of something mentioned above about accessibility. I've been spoiled rotten by Stellaris, and the way there's a numbe
Xzanron
While I'm a huge fan of GalCivIII, I've been reluctant to play it recently, and the main reason, I feel is because of something mentioned above about accessibility. I've been spoiled rotten by Stellaris, and the way there's a number of ways to achieve almost any action, and it's usually just 2 clicks away. After playing hours in Stellaris the interface for GalCivIII feels cumbersome and disorganised. Paradox of course has the advantage that their engine is almost seven years old now,
I've resolved the issues I had with Govern commands and the UI glitch with galactic events. I uninstalled GalCiv3 completely, deleted GalCiv3 from ProgramData and from "my games" folders, then re-downloaded it. That resolved those two problems. Just thought I'd mention that here in case anyone else has these issues. It seems that some temp data GalCiv3 creates can corrupt updates.
[quote who="Raynman" reply="9" id="3575311"] Is anyone having a stuck turn issue since the latest 1.12 was released? [/quote] Not seen it in 1.12 yet. The other 2 issues are still there though :( and also that stock ships only have point-defence.
I'm a bit confused. What's the actual version number for 1.11 ? Is it 1.1.10, 1.1.11 or 1.11.? Currently my game EXE is 1.1.10 which I thought was the 1.1 patch, as that's what it still says in-game. Am I wrong?
Interesting... i noticed that in a recent game as well. I thought it was my research, but the game ended with the "stuck turn" bug before I could confirm it.
Just had to kill another game after getting stuck turn again. Hope 1.11 is out soon. Updated OP with screenshots.
Since the 1.1 updated I've encountered a number of issues, two of which with high impact on the game: The third campaign mission has frozen on me twice. (I.e. stuck at "waiting" and never giving me my turn again). Happened again when I restarted the campaign from scratch. Going back to auto-save doesn't help, it just happens again. (I think i still have the saves, if you need them) This also happened to me once during a normal single-playe
It's been a long time since I last played, and I'm not much on the forums, so apologies if any of this has already been mentioned. A race was defeated and tried to give me their remaining facilities. It didn't work. I got the "you can have our stuff" message every turn, with no effect, I ended up destroying those facilities to stop the messages showing up I managed to get into a situation where the battle simulation was running behind the main display (I c
Here's my first impressions... "Frogboy style" :D https://www.dropbox.com/s/0ibt1cbis5tucan/Initial%20Impression%20v0.0.1.0.pdf
+1 For per-planet control, with Empire Level Default. +1 For "User Defined Profiles", with maybe some pre-defined, like "Military", "Science", "Food" etc. (These could be the "footings") What happens to a planet's setting if you change the Empire setting? I tweaked a planet, now some jerk declares war on me, I want my Empire to go "Military". Will the customised planet follow the empire or will it stay? Will I have a choice?
There is a certain coolness factor to mega-structures like rings, or spheres. Wouldn't the first step though be for space-habitats? We have space stations in GC2, but not really habitats. Maybe arcology space stations, growing and growing until they have populations to rival that of planets and can do many of the same things. Invest enough modules in them and they become planets in all but name/shape.
Not sure if picking just one aspect of the Moo2 research approach would be good for GalCiv3. The MOO2 worked well because, while you were constantly research in all areas, you were forced to make a choice. Only Creative races (a very expensive perk) enabled you to get all techs at each level. The rest you had to capture, steal or trade for. This worked really well because you were forced to pick a direction for your race, either in your tech choices, or by putting sufficient investmen