Medu_Salem

Medu_Salem

Joined Member # 6421050
2 Posts 18 Replies 517 Reputation

[quote who="Captain Patch" reply="50" id="3567507"]And that's precisely where I'm stuck at. I had to spring for both a new motherboard and video card last December (they both fried at about the same time), which forced me to economize on both. The best motherboard I could afford was the MSI 7592 which limits me to 8 Gb of DDR2 RAM. At the time that didn't seem to be any kind of limitation, because the combination was handling everything I threw at it. &n

60 Replies 128,771 Views

The talks about the CPU being a limiting factor are completely pointless anyways. All it would cause is that each turn would take like an eternity to be completed, but nothing more. The REAL problem is the RAM. If you have less than or exactly 8 GB then the fastest CPU in the world won't help you overcome the performance hit you take due to Windows starting to swap contents of the RAM to the harddisk. The CPU can't do anything about that at all. I know t

60 Replies 128,771 Views

To be honest the official system requirements for Galactic Civilizations are quite optimistic when it comes to RAM to say at least. And yeah, I don't actually mean that in a positive manner. If it were more realistic it should say something like this: MINIMUM: OS: 64-bit Windows 8.1 / 8 / 7

60 Replies 128,771 Views

I'm also in for having at least the option to play with a political border if someone wants it. At least I'd play with that. Reasoning: The main reason is that eventually as is similar here on Earth, any political entity with claims on land won't tolerate trespassing of foreign people, especially military, without an open-

55 Replies 361,354 Views

Well, I have another thing I wanted to mention: Since the Altarians don't have the Ultra Terraformer like the other 7 default factions have... how are they supposed to max out their planets? Since the Biosphere Manipulator is a colony unique building that only gives 1 tile this is completely subpar in balancing compared to how the 7 other factions are able to terraform the hell out of their planets, creating a huge gap in late game. &n

113 Replies 436,497 Views

[quote who="naselus" reply="155" id="3560566"] Yeah, there's some memory leaks, but nothing that isn't sorted by a quick reboot/closing the game and force-shutting through TM. There's no systemic issue with running a full game on 8gb, provided you're willing to restart the game a couple of times. [/quote] True. It's not like the memory leak is causing a direct crash or something. It's more like the "running out of physical memory"/"work

179 Replies 694,252 Views

[quote who="wpkelley41" reply="152" id="3560514"] I have a pretty nice Dell with 8 gig of RAM. I bought it in February for this game in particular, lmao. The wife actually understood. Anyway, I've had no issues, but I haven't cleared 160 turns on any Insane map yet. No issues, just wanted a different game. Question: Should I expect problems with an Insane map down the road? I play 25-41 factions, max planets at 300 with different combinations. Any ideas? [/q

179 Replies 694,252 Views

Looking into his other threads... he is posting the same complaint over and over. He's also playing with the same settings over and over, all while it is already known that the sum of some settings are leading to a default win. So I guess he needs the attention otherwise he wouldn't create like 20 threads complaining basically about the same problem. It won't get fixed any faster that way.

38 Replies 132,610 Views

[quote who="Rishara" reply="190" id="3559222"]I'm also not sure if it's because I'm playing the higher difficulties, but it (still) seems impossible to culture flip the AI. I was putting so much influence pressure on planets, and they just seem to be completely immune to flipping.[/quote] Nope, they nerfed the culture flipping. It's pretty much near to impossible to flip planets now, independent from the difficulty settings.

212 Replies 857,636 Views

[quote who="TurielD" reply="9" id="3559044"]Technically it has worked, but only for future saves. Your current save will, unfortunately, keep the template in storage somewhere in its own file system. Each save keeps all data that's been used, as removing a template might otherwise damage ships which are currently using it. It's similar to if you start a game with a modded race, then delete the race - that race still exists in your save, but you won't be able to st

11 Replies 11,302 Views

+1 I also would like to see this getting fixed soon, or eventually I will have to mod it myself, which I find is like cheating. Ever since the culture flipping has been nerfed to oblivion it's pretty much impossible to win against tougher AI playing the Altarians because once the other factions terraform their planets to maximum in late game this creates a huge gap between the other Factions and the Altarians. The others spam improvements ever

15 Replies 9,437 Views

Since this is such a serious issue for some players... Why don't you suggest for the devs to throw the current galaxy creation "overboard" and rather implement something like a set of presets which reach from "rare" to "abundant" for all the casual players to chose from and a more detailed "custom" galaxy setup feature/page for anyone willing to fiddle around a lot where you have text fields where you may enter exact values for Stars, Planets and whatever else you w

179 Replies 694,252 Views

[quote quoting="post"] Playing anywhere beyond 3-4 hours (it seems) causes the game to stutter and slow down, to the point where it is unplayable. Upon reaching the point where it is unplayable, and slowly but surely managing to exit the game, I found the GalCiv3.exe running in the Windows Task Manager for a good 3-5min after I had fully exited the game (it wasn't showing up on the desktop taskbar). It was chewing up a good 2GB+ of physical RAM, and

4 Replies 8,866 Views

Actually I have a bunch of questions: 1) Did you (the dev-team) ever consider to implement a system similar to the shipyard sponsoring system BUT for star bases so that... -) ... the spaming of star bases stops as each planet may only support up to a maximum of 2-3 star bases and therefore each starbase means much more -) ... an anchoring/unanchoring mechanic can be added to the star bases so that you can tweak the positioning later on, which is especial

14 Replies 20,935 Views

[quote who="Tallera257" reply="66" id="3556453"] Just to make sure this has been brought to someone's attention, I'm wondering if the following bug could be addressed in the 1.1 patch for June? Every race EXCEPT the Altarians has a tech they can research to fully terraform ALL remaining hexes of a specific quality and below. From what I've seen in the game, it seems like the Altarian tech "Biosphere Manipulator" (researched through the Paradise Worlds project) is

212 Replies 857,636 Views

[quote who="Archcreature" reply="6" id="3555735"] [...] [/quote] Thanks for NOT reading the posts more detailed, because I'm sorry to tell you that this DOESN'T work. I already searched my entire computer for the ships' name and deleted the files found in the "My Documents" -folder days ago like anybody with common sense would, but they STILL show up ingame without any physical file being located on my computer whatsoever. &

11 Replies 11,302 Views

[quote who="peregrine23" reply="1" id="3527341"] C:/Users/(your name)/My Documents/My Games/GalCiv3/Deisgns That's where they are for me, there are also a handful in the same path but /ships instead of /designs, not sure why. [/quote] Well, deleted the contents of the folder, but doesn't work. It still shows the templates, no matter what I do. I basically looked in every possible folder on my computer already... (My Do

11 Replies 11,302 Views

[quote who="erischild" reply="2" id="3554272"] The real answer is put the starbase in the right place the first time or take the hit. Yes, that won't always be possible or easy or whatever. It isn't supposed to be. It is a simple reward/penalty system that raises a series of inconvenient decisions and challenges. For me, this is a very good thing. Seriously,it is not that there is no problem to fix here, as far as I see, it is taking out some of the challe

8 Replies 22,972 Views

Well as the title says, Starbases should be moveable similar to Shipyards. With 1 tile per turn or something similar and the same anchoring/unanchoring mechanic like Shipyards with temporarily suspending whatever the starbase is doing. Let me explain why this should be a thing: 1) Placement of Starbases is sometimes just a chore because of how one or more resources/relics are just 1-2 tiles out of range. While there are technology upgrades

8 Replies 22,972 Views