The battle viewer has an annoying habit of displaying ships in combat which are right next to each other circling but not firing at each other because the ship's targeting says the target is out of range. The ships appear to be right on top of each other. On watching the battles, it is apparent that support ships start out combat at a speed of zero. Makes sense, they want to stay as far from combat as possible. But the battle viewer shows them getting closer and closer to the enem
peteincary2
I first must say that I absolutely love the economic theory in GCIII. The economy wheel is much easier to understand compared to the old GCII separating out tax and then having 3 sliders to deal with. Now the concept is simple: your population makes "production" and you determine how that production gets directed. Please don't change the economy wheel!!! I support minimal tweaks to make the wealth part of economy a little more important. I don't think it will
I will add that additional info to the wiki. http://galciv3.gamepedia.com/Trade
Mentioned in several other threads but so frustrating of a bug that I still +1 this post. I fully support patch 1.03 containing only a fix to this one bug.
Oh wow thanks! That helped tremendously. One thing I noticed with starbases is that their description states the trade bonus is for planets within the ZOC that have a trade route. This is unlike GCII where the starbase affected the trade route itself as the trade ship went through the ZOC. Btw I am going to add this info to the wiki with a thank you on the talk page crediting you :)
I agree with everything except for the increased logistics to fleets in the ZOC. You are already getting lots of potential free firepower and defense to the fleets in the ZOC, no need to also stack more ships.
I have reported this bug. I can consistently get it to occur by attacking a starbase, but when the attack confirmation window pops up, I hit cancel. Now the starbase is unattackable until you reload the game. The 2 separate resources does not seem to play a role. The trade route issue might, I have not checked that. Try saving your game, then reload that save game, the base should be attackable.
Why not make ships only able to use one sensor only, and then have "sensor boosters" that add a percentage to that number. Would make the concept easier to understand compared to diminishing returns. I would do the same thing with engines and range effects as well. Then of course have an additional percentage boost based on galaxy size that is applied to sensors, range, and ship speed.
In addition, the need/benefits of having super-specialized worlds means that you will almost always outperform the AI civs. The AI just doesn't know how to build efficient, highly specialized worlds in a way that can compete with any human player with even low level strategies (such as building your factory next to a durantium refinery). The Yor AI is particularly bad at utilizing its specialty building that gives +3 adjacency bonuses. Usually places it in a hex with only 1 adjece
All of my trade routes are basic trade routes, generating very little credits per turn. How do I upgrade them? I tried sending another trade ship to the same other planet but it tells me I can only have one trade route between any 2 planets, so I know that is not right. Also how do trade routes generate money? Is it based on distance between the 2 planets, population, production? Seems like I get same credits per turn from my nearby neighbor as I do from someone across the galaxy.
Sometimes a second constructor will already be at the location, out of sight from what you can see, and it looks like a starbase just appears. (I had this happen the other day with a colony ship that got to a planet before me and that civ's other colony ship were racing to it.)
Haha same thing happened to me yesterday, I totally freaked out when my fleet of capital ships + transports all "disappeared" whew!
I can get to +0.6 growth per turn on my breadbasket world, I put a lot of manufacturing on it, build a transport take 3 pop off the planet, then build population growth for a few turns to recover the pop. Alternately I can fine tune the manufacturing to pop out one transport every 5 turns. I too am seeing way too many farms on planets. I recently took a planet that had 6 farms on it. Its population was still only at like 11 before I took it over, so I guess the AI should have been bui
[quote quoting="post"] -Manufacturing an improvement is sometimes faster than expected. For example, a factory of 30 points is being created. 10 is the social manufacturing for the turn. Sometimes more than 10 manufacturing is done on the improvement as the completion bar goes past 1/3rd of the way. Not sure what is causing this as it seems to randomly happen and it's hard to track. [/quote] This is being caused by not accounting for "carryover manufacturing"
From the patch notes: Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade Nope. This bug is still happening with various trades when asking the AI for credits being added to a deal. From the patch notes: Total Production tooltip changed to Total Manufacturing where relevant. The initial economic module on starbases was changed to +manufacturing and it should have s
1) Being able to give gifts should always be allowed. That would solve a lot of issues right there. If you are trying to keep an ally alive, you should be able to feed him ships as needed, as long as they are gifts. Giving a gift should not count towards the diplomacy trading waiting period, or maybe even allow gifts of sufficient value to speed up that waiting period. 2) Please add something on the main diplomacy screen to let me see who is currently willing to engage in trade discus
Would make more sense to me to have all carrier modules use tiny ships only, have a mass = mass of 2 tiny ships, and increase in mass based on your +capacity. In other words, as your capacity bonuses go up, the size of your tiny ships go up too, making the carrier module go up in mass as well.
[quote who="JorgenCAB" reply="29" id="3557837"] If that is so... then yes that would work... I'm not fully convinced yet that is how it work though and it does not change the fact you can abuse it against the AI. 95% or more of players play against the AI not in multiplayer and you can still sort of abuse it in multiplayer anyway. [/quote] You are right... Just did some testing, and what I stated it not how defend works. I am not sure how defend works, but I have a saved
Version 1.01 fixes the bug of obtaining a free ship of a design that you obsoleted.
I would love to see upgrading ships cost 50% less if done at a shipyard you own.
The defend part means that they will attack ships that are attacking the ship they are defending. This is why the guardians will target the capital ships that are shooting at its ally capital ship.
The bug with duplicate upgrades being generated in multiplayer is still present in 1.02 Autoupgrade is simply not usable in multiplayer, otherwise you end up wasting manufacturing trying to upgrade an already-upgraded buiding. You will autoupgrade each building the number of times equal to the number of human players in the game with you.
[quote who="JorgenCAB" reply="25" id="3557407"] Actually no... the Capital ships would shoot the Guardians first since they priorities them first and the defensive capital last while the offensive Guardians would shoot the the Escorts since they prioritize them higher. [/quote] Not sure if you are referring to the ship roles as they are in game right now or not... Capital ships currently prioritize escorts first, then capital ships. (Capital ships will not try to shoot gu
Can you go over the combat mechanics for fleet combat? (Not just how starting position and targeting works.) In the last Dev stream, ship targeting was discussed as well as ship roles, but not the actual mechanics of how attack and defense work. It looks like each weapon type causes damage to the appropriate defense type at a base 50% efficiency (can be boosted to 100% efficiency with techs) until the defense is zero, then the weapon will start damaging the hit points on further hits
[quote who="node10" reply="1" id="3557191"] Your experiences pretty much echo my own with our MP sessions. 2 . WE NEED A POP UP WINDOW to let us know its our turn. A unique and clearly audible sound effect would be enough.[/quote] No. I almost always miss the sound effect. Unless you mean like an ongoing alarm until you stifle it, I too would prefer to have the option of a popup or possibly just show whose current t