Just wondering if there's any news about 1.6 yet. I keep checking. I'm bored and don't want to start a new game with the same old same old.
Go4Celerity
Running Windows 10 and no problem. Have you tried compatibility mode? I had to use that to run Arsenal of Democracy.
[quote who="Redindus" reply="2" id="3613546"] Cool thanks, yeah imagine if you playing Star Trek with those names lol. Just weird ideas what Stardock allowed here. [/quote] Elite founders got to pick star names as part of their $100 package. Led to a lot of ridiculousness and many disgruntled posts. Plentiful Steak and Red Skittles aren't exactly immersion boosting names. Nonetheless, the milk has been spilt and I doubt Stardock will ever change it
Haven't tried a mod yet and not ready to start now, but Thank You for doing something innovative with the resources. May try it after 1.6 drops.
[quote who="00zim00" reply="7" id="3559754"] i only knew about it because Paul said thats what its supposed to do when it was asked in a recent dev stream.. if it works or not is another thing lol [/quote] I think I asked that question in the twitch chat. Paul's response seemed rather.... unsure. I really don't think he knows whether thrusters buff evasion or not. Sad, because I don't believe they do and having a design o
Tecmo-Koei planted the mole. Their continuing revenge for Nagasaki. Worse, they'll only release the next boot up of their fantastic grand strategy game, Romance of the Three Kingdoms XIII, in Japanese so you and I can't play. [e digicons]X|[/e] [e digicons]
[quote who="stevezar" reply="2" id="3612073"] On the subject of trade routes...what type of modifiers is a concern? In particular, does it matter how far apart the planets are? The level of the planets? Also, I assume the various trade route modifier buildings are only effective if on a planet that actually has a trade route...is that correct? Or can you just put them on any planet and still get the benefit? [/quote] Assumption
[quote who="MacsenLP" reply="2" id="3611018"] What I don't understand is why they felt growth needed to be increased in the first place??? If you used growth bonuses and e.g. colonial hospital buildings line it seemed reasonably fast already to me, you don't need to now. I haven't decided if I like the change or not yet, but it seems like there's a lot less decision making when it comes to population, it's not important anymore as it takes care of itself.&
[quote who="admiralWillyWilber" reply="1" id="3606778"] Since the average American has a sixth grade reading level it is probably advisable to use that as the cut off limit on rules. [/quote] The Average GalCiv3 player reads at a 9th grade level and seven in ten Americans, if asked, will tell you that they are in favor of having the military bomb Agraba. You could stretch it a little and use three syllable words, I'm sure. MORE IMPORTANTLY,
[quote who="The Sisko" reply="6" id="3610075"] So for the examples at least the game does show what type of improvements will impact them. [/quote] Now I get it. I had never made the connection that THAT is why the improvement type information was provided. TY.
[quote who="exelsis" reply="4" id="3610045"] #2 makes no sense [/quote There is the crux of the problem. All improvements clearly list which adjacency bonuses they GIVE. They do not show which adjacency bonuses from surrounding improvements, trade goods, and tile modifiers that effect THEM. And the lack of pattern in the examples I gave is schizophrenic. The icon colors are as often irrelevant as relevant to the information delivered. They can be be
The Stardock client asked for a reason when I gave Eviator karma for this excellent post last Wednesday. I typed that it's an excellent post and I'd happily add to his list this weekend. Why is there no follow autopilot ships option like in GalCivI? Why do I have to click and drag the map every time I move a ship to see the unveiled hexes? Why doesn't the view stay centered on the ship as I move it. Why isn't there at least an o
[quote who="a0152570" reply="2" id="3609936"] Edit: not that things can't be made clearer, but can you elaborate on what you are looking for [/quote] I'm looking for: 1) Notation that differentiates bonuses applied to one object (ship/ starbase/ planet) vs. bonuses applied to an entire civilization. I PLAYED 150 HOURS of GC3 before building an Entertainment Capital because I had no way of knowing that the +25% moral bonus was applied to my civil
My suggestion for a combat revamp including a mechanic offering the possibility of retreat and other tactical choices is post #819 in this http://steamcommunity.com/app/226860/discussions/1/598198173700392501/#p17 <span style="font-family: b
I like the Castle idea. Halve the maintenance of ships in a military starbase's ZOC and add a defense buff of 25% or so- then there's enough incentive to build them and to garrison otherwise idle warships there. <span style="font-size