[quote who="Casorian Emperor" reply="2" id="3538546"] 5. Any chance we can return to Armor providing some defense against beams and missiles as well as mass drivers? Several of us on the forums have expressed our reasons for wanting this to happen. [/quote] They have already made this change. Armor now provides protection for all 3 weapons. The battle viewer bug (pirates) is not listed in the 5.3 list of fixes. Will/was this a late addition to 5,3 or will this
Franco fx
[quote who="Exx01" reply="64" id="3538460"] Don't I have a damn secretary of starbases for that? [/quote] HANDLE IT! HANDLE IT! :)
The next patch is supposed to nerf on-planet culture buildings substantially. If you were building a bunch of culture stuff that would explain the expansion. If not, I have no idea how that would happen.
[quote who="androshalforc" reply="62" id="3538446"] 1) the ability to designate the constructor type for request constructor button (or at least redesign the default to favor modules over range/engines) 1B) if redesigning the default template allow the default to change size possibly in ship designer (use cargo/large hull for constructors) 2) the ability to designate shipyards as either available or not available for constructors (so that when i press request constructor
[quote]AI can now surrender to a player other than its conquerer [/quote] I hated this in GCII and I still hate it. I don't see the logic and it makes very little sense. If it happened occasionally or if they could only surrender to a faction that they were at war with, it would be okay but believe me it will happen 100% of the time and there will be no accounting for their choice.
If we can build 4 module ships (which becomes 8 with the pragmatic bonus), would it just about solve the issue if we could specify which constructor model is sent on demand. I am looking for some kind of compromise because it is not going to change dramatically in the short run. Maybe in some expansion of the game a year or so down the road, if ever. I could be wrong. Strong opinion can sometimes move mountains, and believe we are talking about a mountain.
Going back to GCII, I would usually leave Mars uncolonized because I knew it would be colonized by somebody and I would flip them. This was basically my strategy for all low quality planets. As for being another species, I am not a racist and they are welcome in my empire :) (this is just a joke and not a shot at the OP) I colonize more low quality planets now due to the shipyard system, but I still don't mind flipping any AI silly enough to move in next door. I see
[quote who="xeryx" reply="53" id="3538367"] I must not have realized that only one constructor module can only be placed on any size hull. This is ridiculous! If I want to take a huge hull and load it with construction modules, let me ! Remove this restriction please. Then maybe others would not mind the constructor dilemma so much. Don't make me mod this game please! Or I will lose my social life once I start.😨 [/quote] There is no such restriction. I have put th
Yes, this is something they plan to fix in the future
If you are using the in-game custom faction builder you must use the choices offered. Can't pick the star name
Well, I tried to submit a ticket and it tells me doesn't recognize my pass word. Do I have to register separately for support? This is in regard to the anomaly pirate bug that causes a freeze when you colonize a planet and enter a pirate anomalie in the same turn. It is reproducible 100%.
[quote who="Spark026" reply="2" id="3538191"] Ship Designer: No Horizontal Attached Component Scroll Bar Well, there is no scroll bar for the attached components list in the Ship Designer. The parts that show up horizontal across the bottom of the screen, once you attach them. ---- For Ex. if you're adding components to a Huge Ship(after about 16 components are added), the horizontal bar runs out of space, and you can no lo
Well, everybody wanted them nerfed so they nerfed them good. The initial carriers only have a choice of escort drones or attack drones. They are much weaker than the previous carriers. If you fully research carriers you can move up to real, piloted, top of the line fighters, but you can't specify the weapons. I think they all come with your best beam weapon.
[quote who="econundrum1" reply="48" id="3538021"] AdrianHobson, I like your suggestion. I think probably if they intend to go with the current go live date even that would be too hard to get in before release but I'd like it. I think most likely the game will go live with the Constructor spam more or less as it is now, but I do think it's something the
The only problem I have had is the issue of simultaneous colonization and anomaly battle. Other than that I can auto resolve or not, without a problem. This might seem like a unlikely occurrence but it has happened 3 times in my current game. I buy a lot of AI surveyors, so I see how they behave differently. The only one that seems to work perfectly is the Terran. The Altarian never appears to be firing it's weapons. It always wins when it's hit points are over 50%, and it see
I believe the hospital only increases the growth rate, while the farm raises your population cap. I am pretty sure I am right but if not somebody clue me in. I was building one of each on my planets but I have started building 2 farms instead and looking for growth rate improvement elsewhere.
I have seen this posted several times and it has happened to me twice. When you colonize a planet and get the pirate warning on the same turn, the game freezes and you have to exit and restart. On the previous occasion I was able to avoid the freeze after reloading by stopping my surveyor until the colonization was completed. As I posted elsewhere, the pirate anomaly is a neat little feature but it gets old after a few battles and it just become an auto-resolve click. If the f
I just did a review for GCIII on Steam and I noticed they have me down for 611 hours of playing time for GCIII. All the other times looked more reasonable. That's nearly a month of playing 24/7. LOL, I like the game but I have no idea where they pulled that number from. 61 would be more like it.
Building upgrades overrule the projects but completely new buildings will not be built unless you pull up the planet screen and order the new building
I like the early pirates okay, but I think they should disappear after say, 50 turns. There are ongoing problems with the pirates that can be fixed but in this period of getting the game ready to release there are probably higher priorities. The pirates still cause occasional game crashes/freezes for various reasons. Each faction has it's own way of fighting the pirates and some of those ways don't include firing their weapons. The ship
[quote who="Hamilmac" reply="12" id="3537349"] Quoting Franco fx, reply 10 With that many colonies their population per planet must be less than 2 billion. That would affect their approval wouldn't it? <span s
In an insane map about turn 100 I met the Drenghi. I had about 28 colonies and the Drenghi had 55. I was ahead of 4 other factions by 8-10 colomies and here they come with 55. I immediately started a trade with them and of course I expected them to be loaded with military tech and since they were ahead of me in power I expected a few nice fleets in their list of ships. In stead the only tradeable tech they had was population tech and the only ships in their fleet were about 50, no shi
I have noticed an (easily reproducible) error when adding defensive modules to star bases. The stats never change. I am not sure whether the modules are being added or not.
The red icon indicates the bonus for that hex. The terrain desscription (desolate) has no significance that I am aware of. I don't recall the exact bonus given by the red icon but I think it is a military multiplier +2 or 3 and perhaps a secondary bonus for a different type of building. If you look at the box on the upper right of the screen when the hex is hi-lighted as it is in your picture, it will describe the purpose of the hex in detail.
At least in the early game, kinetics should be the weapon of choice, They should be more powerful, more accurate, and have better range, yet they start out weak and don't gain strength at an equal pace.. Not only would it add balance, it is purely logical. We have been throwing rocks for thousands of years. It stands to reason that cannon would be our early weapon of choice. :)