DerekPaxton

DerekPaxton

Joined Member # 633504
98 Posts 574 Replies 2,851 Reputation

[quote who="CivHunter" reply="1" id="3717932"] Derek is their an opt-in? [/quote] No, not yet. I plan to have one up this week. [quote who="Cablenexus" reply="2" id="3717974"] Will the hardlock for maps be removed completely as asked by many? [/quote] I wasn't planning on that. The problem is that we want insane map sizes and players for people with high end hardware but we don't want people without that hardware to start games their computer can't

53 Replies 297,585 Views

*** RELEASED 6/26/2018 *** Want to help? Steam reviews matter. If you haven't left a review for Galactic Civilizations III yet, please do. Balance Increased the max players on Tiny maps from 4 to 6. Increased the max players on Small maps from 6 to 9. Increased the max players on Medium maps from 12 to 18. Increased the max players on Large maps from 16 to 24. Increased the m

53 Replies 297,585 Views

[quote who="Croc411" reply="71" id="3716464"]This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame. If would be fine if it only happened after conquering a planet that has such improvements (when you destroy those and then rebuild them somewhere else). But it definitely also happens without getting them first from another civ or minor r

91 Replies 422,079 Views

[quote who="LunarMongoose" reply="56" id="3716202"]Lol of course it is... That's what I was trying to say in the 3.02 thread, that ppl were still posting that it was still happening (with screenshots!), and all I get from Kael is "I don't agree the AI is exempt from range rules...". /facepalm[/quote] I hear you, but just to be clear I said that it is possible that there is a bug. But, what I disagreed with was the statement that the AI ignores the range system. Having stepped through

91 Replies 422,079 Views

[quote who="lyssailcor" reply="55" id="3716200"] Playing the 3.03 opt-in as the Terran Resistance I can build the Import Export Center twice. With other civs that happens with other player unique buildings also. [/quote] I'm unable to reproduce this, is anyone else seeing this?

91 Replies 422,079 Views

[quote who="admiralWillyWilber" reply="48" id="3715766"] Also can we make it that when a game starts it automatically take out what we don't have; instead, of requiring us to uninstall dlc to play multiplayer; because the 2 of us have different dlc's. [/quote] Multiplayer requires the data on the 2 computers to match. You aren't playing on a hosted server (on one computer), everything is playing a separate copy of the game on their own computer and syncing actions between th

91 Replies 422,079 Views

[quote who="Horemvore" reply="37" id="3715252"] Colony Module costs 23 Maintenance, looks like some one pressed 2 and 3 by accident. Well it will cost 23 when ship component maintenance gets fixed as someone else has already pointed out it does not work with OnTime but needs to be Flat. I have this fixed my end, it does have some large impact on economy, since ships from 3.0 untill now, have cost very little to nothing. I know tourism was reduced pre 3.0 release and would not

91 Replies 422,079 Views

[quote who="Strobe_" reply="39" id="3715307"] I think tourism might be broken. Or maybe I don't understand how it works. I built a couple of ports and it changed my weekly income from -650 to +400,000 a week. I built a couple more and now I'm getting -419,000 per week. All building happened before I clicked "Turn" See screenshot. Reduced 40% <div clas

91 Replies 422,079 Views

[quote who="scifi1950" reply="18" id="3715075"] Kael - I posted an issue on Discord (5/13) that I had with the Sylne when I tried to play 3.02 that I had never seen. They were so overpowered that they were 10x more powerful than anyone else right at the start of the game. When I started a game without them all was back to normal. I didn't see anyone else commenting that they were seeing this, but since I was able to replicate the behavior in a 2nd game I thought i

91 Replies 422,079 Views

[quote who="Nilfiry" reply="23" id="3715133"] I see this same issue with Entertainment Centers in the base game, where upgrades are actually downgrades. Entertainment Centers give a flat +1 with +1/level adjacency bonus, but its upgrades, Entertainment Network and Stadium, only gives 20% and 25% respectively, with an adjacency bonus of +0.1/level. This is basically a massive downgrade. [/quote] Fixed, thanks.

91 Replies 422,079 Views

[quote who="Publius of NV" reply="14" id="3715056"] Wow, thanks for the quick changes! Here's another one that might need to be fixed. The Colonial Hospital has a flat +0.2 to growth. Its upgrade, the Xeno Medical Center, has a flat +0.1 and a multiplier of .25. For most planets, the change from a flat +0.2 to +0.1 is a downgrade, even with the additional 25% multiplier. For my own games I have "fixed" this by changing the Colonial Hospital t

91 Replies 422,079 Views

[quote who="Croc411" reply="7" id="3715019"] I'd have some easy-to-fix .xml bugs that myself and others have found out about in the course of my racial abilities thread on the steam forums (https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/): Champions Temple improvement is only buildable if race is both Certain and Ancient. Since Certain owns the parent tech, it's clear that this is a bug (Solution: ImprovementDefs.xml, line 8483, must be changed to Cert

91 Replies 422,079 Views

[quote who="Publius of NV" reply="5" id="3714999"] There was a discussion on the forums not too long ago about the starting positions of the races in the galaxy when playing with fewer than the recommended number. For example, in a huge galaxy with tight clusters and 6 AI opponents, I was pretty consistently seeing 2 to 4 AI opponent's home worlds in the same cluster where I started, with completely empty clusters on the other side of the map. Someone, and I apologize for for

91 Replies 422,079 Views

[quote who="Publius of NV" reply="4" id="3714998"] Should Steam be showing me a 3.03 opt-in beta release? [/quote] No, I haven't released an optin yet. I just put the post up so you guys can see what's coming.

91 Replies 422,079 Views

*** RELEASED 6/5/2018 *** Balance Increased the maximum habitable planets on all map sizes except insane Rebalanced Asteroid frequency to be more balanced between the settings (rare, occasional, etc) in map setup Rebalanced Resource frequency to be more balanced between the settings (rare, occasional, etc) in map setup Increased planet frequency if abundant planets are selected in map setup</

91 Replies 422,079 Views

Port of Call doesn't give a 500% bonus. You must have an old save or a mod that is giving it that.

5 Replies 7,936 Views

Support is going to see if they can track down your ticket for me so I can check it out, but I'm not sure what you mean by this. This is what I see: Can you show me, or link a save so I can checkout the issue you are experiencing? Also, as a reminder, please create topics like this in the support forum.

22 Replies 95,419 Views

The issue that was constraining me was the MaxHabitalPlanets in MapSizeDefs.xml. (ie: no matter how likely i made habitable planets it was hitting this limit and not placing any more). Yes it is moddable. I increased it for most map sizes so we can get into those ranges if that's what players have their settings for, but I didn't do it at Insane map size (which was already a high limit) because more colonies means more cpu and more memory cost and I want player to be able to finish games.

21 Replies 86,957 Views

This is what I've been playing with and it's working out pretty well. I also found an issue constraining the amount of habitable planets in another file (so no matter how frequent they were here you wouldn't get any more). I tried to take advantage of each setting to give players the most customization possible. I'll keep playing with it and get these in for 3.03.

21 Replies 86,957 Views