Interesting thing about pirates, you can turn off the game pirates but not the anomaly pirates. Knowing this, I played a small game today with no game pirates. Since they have toned down the anomaly pirates to where a single armed surveyor will normally beat the pirates if it is healthy, I decided to put the surveyor on auto survey. As the turns rolled by I noticed that there had been no anomaly battles and I figured maybe I had been wrong and there were no pirates of any kind in the game.</p
Franco fx
This should probably be on the support forum since they really should fix this and they notice things there more than elsewhere. I totally agree with the OP that this is a simple fix that has been seemingly ignored. I had the problem with a mouse that had a middle wheel button, but I had programmed the button to refresh and after I found out how to rotate, I had a problem reprogramming and wound up just changing my mouse since I have about a half dozen mice laying around.
+1 thanks for that
Frogboy has said that he sees mixing ideologies as a feature and not a problem. We all have mixed ideologies so I don't have a problem with that. The only problem I have with the Ideology feature is that it is too dependent on colonization and it slows down drastically after the rush. The planet improvements don't provide enough points to keep it moving for me. If the Missionary gives me .1 points per turn and I build 30 of them, that give me 3 points per turn, <span style="te
Yes, this is a problem.
[quote who="Lightbanee" reply="1" id="3542309"] Hasn't changed color, that sounds like a graphical bug. [/quote] They have changed colors, but I don't really care what color they are. I do wish they stood out a little better.
I think the OP (and what, one or two other poster) are being too critical. The game is playing like butter for me. I doubt the reviewers will slaughter the game because of a few typos, and some ambiguous unspecified problems. They have plenty of time to fix the hiccups we are reporting. The only things that guarantees bad reviews, in my humble, inexpert opinion, are crashes, and stupid tricks and traps that hinder game play. I haven't had a crash,and the game play well for me. If
In a game I am currently playing, when I try to use the send constructor feature for star bases, it tells me, (dialogue box), that I can not build constructors at this time. I am pretty sure this is because I obsoleted the core game constructor in favor of my custom constructor. They should not let you obsolete the core constructor if it breaks the game in any way, or at least it should warn you. :) It just occurred to me that it might auto-build another one if I researc
LOL, is there nothing that they can just expect us not to do. I might play around with that just to see how well it works, but I would never, in a million years do that in a game. Not because I am honest, it is just too OCD for me. If I were them I would leave it in for those who want to use it.
The ideology feature in GCIII does give rewards (and some penalties) in all three categories, It is quite different from the GCII system and I think you will enjoy it. Okay, I had forgotten that tourist income was in II. It has been forever since I have played.
You can trade for them. I traded for beam miniaturization after I researched beam focus. I did not know that trading for one before researching one of the choices would collapse the category, but I can see how that might happen. Once you have picked one of the three it should be no problem. I will have to watch out for that. :)
I am totally neutral on this as long as I can trade for most of them, but I can totally see the frustration by some. It makes no sense that you wouldn't research making a tech cheaper and smaller, as well as making it better. Personally I always pick better because Cash is usually not a problem for me and there are other ways to create space. Maybe they should make the other options available down the line toward the end of the tree, since the other options usually d
There is no direct mining for BC (money) in GCIII but you can mine econ relics, which increase your gross income. Tourist income may be a new source of credits in GCIII. I don't recall if it was in II. I understood your first suggestion was to have an improvement hex that represented gold or some other commodity that you could build an improvement on and get a per turn return. Not a bad idea, but it is not in the game per sec, and it will not make it this go around. LOL, y
I agree
My mistake on the above. Turns out I had extremes on occasional. I still say the selection is not random. In my current game extremes are rare but the few you see are all 12 PQ and up.
50 TURNS!! That is ridiculous. Why would they put something like that in? I thought I saw something by frogboy that said 8-10 turns.
I am not particularly fond of the extreme planets feature and i usually play on rare. In my first game, as usual I chose rare extremes, and I picked occasional habitable planets Well, they are not rare, unless rare is 15-20% of total planets. I could live with how many there are but for the fact that at least 80% of the planets over PQ14 are extreme. I can't tell you how sick I am over mousing over extreme plan
This should be included as a click option in the game. It is equal or better than many tutorials I have seen
[quote who="Illauna" reply="3" id="3541311"] I thought this was weird two. I think treaties should last 20-30 turns. ATM pretty easy to rack up on credits per turn by trading for that instead of lump sums of gold. [/quote] Each turn is supposed to be a week, so you are saying that treaties should be renewed every 6 months? If you trade 4 techs to a minor for 100bc per turn it will take you over 75-100 turns to get what they would have brought for cash and you a
I don't have a problem with diplomacy as is. I can't remember the last time I agreed to a weekly payment plan with any of the AI. In fact they never even suggest that I pay them something weekly. If they did I would just refuse.
I use diplomacy a lot. My game play is to have fun, build an empire, and win the game, in that order. I play on Normal most of the time. When the game is released and scores get competitive, I may or may not play on higher difficulty. I did a little with GCII, but not much. Diplomacy and all the resources are a big part of the game for me. I trade with every AI major and minor. I don't put a lot of value on bor
Yes, if they don't do something like this, I can see myself opting out the pirates in the near future. The current version of pirates will get boring and annoying pretty quick. They are about as powerful as you would want them for what they do. I have had a little fun putting together pirate task forces to deal with them but that will get old pretty quick I suspect. <span style="font-size: small;
[quote who="Nastytang" reply="39" id="3541165"] I know you can shut them down, but I want them to still be able to produce constructors on request. I could be wrong, but a shut down ShipYard won't produce anything, even if a starbase 1 tile next to it requests a constructor. I want to be able to keep it operational, but just not producing things. [/quote] This is better than my idea of specialized shipyards (for constructor orders). It accomplishes the same thing in a be
[quote who="Werewindlefr" reply="32" id="3541110"] Why give us such a complex combat system with intricate mechanics if we can't even really use it ? The way ship roles are assigned isn't particularly well done. If I make a sniping, low defense/high attack missile ship with range enhancer, I want it to stay in the back. Solution : more ship roles that give us more behavior possibilities, and let the player REASSIGN them. Seriously, that's not complicated to implement, it was
I would like to be able to specify one or more shipyards to "send To" constructors to all star bases, and to be able to specify the constructor that they send, i.e. a custom constructor vs the standard model that they send now.