[quote who="LunarMongoose" reply="10" id="3713870"] Lol... Based on what proof? Sorry, but I trust a forum poster with evidence (tests, screenshots) about a million times more than I trust a dev with a simple one-line denial.[/quote] I know the AI uses range rules and doesn't ignore fog of war because I've fixed code in those areas, including the fix for these out of range freighters. And I know fog of war exists because we had a bug where we where saving the AI's fog of war in s
DerekPaxton
I don't agree that the AI is exempt from range rules or ignores fog of war. There is a lot of work that goes into making the AI fun, challenging and fair. I will say that providing a fun opponent to beat is the primary objective of AI, and the AI gets handicapped in a lot of cases where it would be more competitive, just because it would make the game less fun (handicapping expansion, allowing diplomacy where war would be better for the AI player, etc). But PalaceGuardian is right tha
Are you saying that it is odd that the jump from occasional to common nebula is 0.05 while the jump from common to abundant is 0.02? ie: that the breaks are sequential, but that the gaps aren't always linear? (btw: im not arguing with you, i appreciate your feedback, im just trying to understand the issue)
Thank you for this feedback. I just checked in fixes for: + Fixed an issue keeping the Quantum Power Plant form being buildable + Fixed an issue blockign the Embassy if you built another Diplomatic Building + Fixed an issue blocking the bank if you built another financial building + Fixed an issue blocking the Labor Mission if you built another labor building + Fixed an issue causing the Tourist Haven to block other tourism improvements
[quote quoting="post"] I have had a good look at this xml today, it is full of bugs or inconsistencies:- PlanetFrequencyExp is set to 1.0 for None. It is set at 0.7 for Rare , 0.9 for Uncommon and 1 for Occasional , 1.25 for Common and 1.5 for Abundant <
I just checked in a fix for upgrading hydroponic farms. Thank you for letting us know.
[quote quoting="post"] The following costs are in error in the ImprovementDefs.xml file: HyperSilicates -> HyperSilicatesCost EpimetheusPollen -> EpimetheusPollenCost HeliosOreIncome -> HeliosOreCost TechapodHive -> TechapodHiveCost [/quote] Ive fixed these, thank you.
Following Fall from Heaven, I had the opportunity to come join the amazing team here at Stardock. I've been here for about 7 1/2 years now and I've loved ever minute of it. I've been able to work with strategy greats like Brad on internal projects and be able to work directly with Soren Johnson in publishing his game, Offworld Trading Company.
*** Released 4/11/18 *** Hello! Today we are releasing v3.0 today which is a massive update to the game. Here are some of the major new features: Features Taxes <span style="font-weight: 40
Cool, I look forward to seeing you all!
[quote who="doubledeviant" reply="5" id="3603386"] Corporatocracy should be Pragmatic , especially if the corporations keep their 'cogs' well-oiled. Cyberocracy screams Malevolent . Perfect propaganda? Come on, you know those guys are evil. Switch those and you might have something interesting here. Side note: "Cyberocracy" seems lik
[quote who="naselus" reply="4" id="3603264"] Could they not be added as potential upgrades to the Empire Capital? I've tried doing this myself, but the game seems to hate having more than 1 possible upgrade per building, and also doesn't seem to take kindly to colony hubs being upgraded. Would be nice to see if I was doing it wrong, or if that's actually just unavoidable. [/quote] I tried this too, and ran into exactly the same problem. Thematically I like
Just a mod of course. the important part is sharing the ability on how to do this stuff more that the actual impact (that way everyone can set it up however they want). Originally I had Corporatocracy giving a straight wealth bonus, but I switched it to higher trade route value and boosting adjacent wealth improvements. It's intended to be the wealth focused government type. It is in the "Overcouncil" line instead of the Technocracy line becuase it seemed to f
In a prior Developer Blog ( https://forums.galciv3.com/461709/page/1/ ) I talked about all the cool stuff you can do in the Custom Race tool. We give you a bunch of images, traits, abilities and settings to create whatever race you want. But, if you really want to make something unique you can go so much further. In this post I’ll talk about how modding works in Galactic Civilizations III and show
Gauntlet this mod is awesome! I love that each of the factions ships have such a unique style. I'm going to feature this mod on a stream I'm doing on Monday if that is okay with you.
Deathwynd this is awesome! I'm going to feature it on a stream I'm doing Monday if you don't mind.
Stardock will be holding a special Galactic Civilizations stream Monday at 2pm EST at www.Twitch.tv/GOGcom We will have a few people streaming including Paul Boyer (lead designer) and Alan Batsford (AI programmer). I (caffeinated nair-do-well) will also be streaming the creation of a mod. I'm hoing to try adding governments to the game as a mod. There will be 3 first tier government types (Polystate, Technocracy and
I've found an issue with the game if your path isn't set correctly. I posted about it in this thread: https://forums.galciv3.com/468304/page/1/#3573636
Alright Kuhaica was awesome and worked with us tonight to get this fixed. The issue is that he didn't have the C:\Windows\System32\ directory in his path statement. Because of that the data compiler wasn't able to call reg.exe (the registry reader in windows) to figure out the computer configuration (ie: "where is the my games directory?"). Adding the C:\Windows\System32\ directory to his path resolved the issue. <a href="http://screencast.com/t/
1.2 will be in August. No, there isn't a good workaround (you can remake the ships, but that really stinks).
Huge thanks to macrossVFX222. I was able to duplicate this with the ships he sent me and figure out what is happening. The ships icon is assigned when the ship is saved. But if the ship design is upgraded after that, the icon isn't updated. So if you created that design first without any components, then added Lasers, it will still always show with a scout icon. The fix is relatively straightforward, we will just update the icon whenever you modify the
Thanks Tiggersann. Yes, GC3 isn't supported on Windows Vista. I went ahead and tested it here to see if I could reproduce the issue and just as you experienced, the game won't start on Vista (as mentioned in the game's minimum requirements). Sorry for the inconvenience. I highly recommend an upgrade to a newer version of Windows. Windows 10 should be out soon, it may be a great time to make a jump. Kuhaica, I have the debug.err you sent. Checking it out now
Perfect, thank you. Kuhaica , it looks like you are generating your atlas files correctly, but something else is failing. A few questions: 1. Are you running a foreign language version of windows? 2. Can you try renaming your GalCiv3 directory (the one you sent me the screen of) to GalCiv3.old? I want to see if some old data there may be problematic. 3. Please send me your debug.err file (I'm going to PM you my
Doing some testing here. If I create a ship without any components, it correctly uses the scout icon. http://screencast.com/t/sJBrIYD5WE7 My Harbinger empty is a new ship desing without an components. My Harbinger Torpedo is exactly the same ship, but with Torpedos. http://screencast.com/t/l6wCwYGBpjoj It correctly uses the right i
[quote who="VladelMC" reply="5" id="3571967"] I noticed that since the update, cinematic battle no longer works and is just the same as on top. [/quote] Is it possible the game your are looking at was started before 1.1? We added a new system for cinematic battles in 1.1. It is working for me and I'm wondering if it may be an old save compatibility issue.