Wow, the Sovereign is just borked. I can't add weapons even on the outter edge hardpoints, let alone anywhere underneath. I had a few problems with the Consitution Refit model, but nothing like this. I'm gonna have to use Jean Luc's bucket of bolts....
dansiegel30
Nope, its the one in the middle left. I doubt that is the only one causing a problem on this model, but just adding 1 disruptor on the middle left hardpoint (auto mirrored on right) and trying to save, caused a crash.
So, I have a reproducible crash, when designing a Sovereign. 2 times in a row. If you want to try it yourself to investigate, add weapons on the 3 hardpoints on the left of the screenshot (I used disruptors, sorry Kirk :) ). The ship designer mirrored the 3 on the right. I think the problematic one is on the bottom left in fact, it was a bit tricky, like there was another hardpoint just by it (maybe one
I'm getting crashes when designing ships, but not all the time. The last successful attempt, I slowly added modules, and saved the game each few sets up weapons added. I think it might have to do with putting weapons on certain hardpoints. The battles look VERY cool :) GJ on the mod, hopefully we can figure out the crash reasons. Like I said, I think its certain hardpoints that cause the crash. Just add one weapon at a time, save
Just had it happen to me. The only difference from previous games, is this is my first gigantic map game (whichever, the one above huge). I'm about 125 turns in, and its been slowing down more and more. I guess it got hung up. I restarted, losing a few turns, and all is well, so far.
Yes, playing challenging. I think I've peaked my difficulty level, until AI gets its FOW turned off. Krynn and other AIs just have a huge advantage, not having to SEARCH for planets. I play pragmatic or benevolent, so I dont do of the major colony spamming that peeps do on goldlike with malevolent.
Just goes to show that trading with the AI is the most OP function in the game. Ran into a similar situation, runnning into the 3 top races early (and the good, nice guys are undetecable). However, I realized I accidently turned off tech trading, so I cant improve relations with these A-holes, and therefore I cant ask one to declare war on the other because relations aren't good. Hence, game over...for me :)
Is there any way to turn this off? I'm tired of the AI land grabbing way better than I could ever dream. Latest game, I decided on 6 enemy races, including Krynn, Drengin, and Yor. Well Fook Me, they were the first 3 races I encounters, and land grabbed all of the planets I had already scouted. And soon I will get ganged up on, so quiting the game until AI FOW changes. I think I heard in 1.1 they are doing that, but is there a console command to do it?
Either Logistics nerf, or change the entire target priority system. fighters foul it up, as they are low priority once an escort comes in range. Even worse, when a carrier comes in range, my ships shoot that up rather than dealing with the real threat, FIGHTERS. Now thinking that a new target priority system should be developed, using threat (based on the threat against your fleet's fortitude, or even your specific ship), defense fortitude not including
Well, it appears that both mods I chose were buggy. One doesnt work at all, and the other failed to show a picture in the race selector, so I didnt realize it was there. No idea if that Steam Virtual Cloud option helped, or if reinstalled a proper unpatched version of 1.03 did anything. Oh well, no off to find mods that WORK :)
I'm out of ideas. I disabled the steam Vcloud crap, and I know the enable-mods option is working, because multi-player is functioning. Are mods broken for anyone else??
Still can't get mods to work. I re-installed, as I had the 1.03 patch. Re-downloaded game, and 1.03 was fully re-installed without a patch. Still, I enabled mods, put the mod directory in the correct location, and no new factions appear. Any ideas?
v1.03, but havent tried mods until now. I have enabled mods in the game, verified in the prefs.ini file. I put the mod directory (which contains all of the modded subfolders) in ..\my games\Galciv3\Mods. No errors on launching, I just never see the custom factions that the mods have created. i've tried several people's mods. any tips on what I may be doing incorrectly? I'm using Steam, if that makes any difference.
I as well rarely terraform until the higher levels have been researched. I agree, missing tooltips on terraforming. The tooltips should match a terraforming level in the tech description. But, you need to know this BEFORE you research it, and we have no tooltips on techs in the techtree giving full descriptions "before" you research. Until that day comes, you just have to rely on previous game experience. More tooltips coming in 1.1, we can only hope it cove
As well, make sure to design your own colony and constructor ships, as the default ones are well balanced over all, but the name of the game is "specialization". A constructor with 2 construction pods, colony ships with different ranges...it all helps you produce them FASTER. GL with pirates, I hate them, and put them on rare.
the influence graph isnt the output of your influence, its the number of hexes that are in your ZOI. Is no one conquering planets? Just "waiting for your influence to out do theirs will take a long time. And their influence increase may be matching yours. Conquering a planet is much faster, as your remove that planets influence and add it to your own. if you want to play passive and friendly, and just try to let your culture take over the galaxy,
Interesting point, to sell/trade old ships, as upgrading is so damned expensive. Also worth trading the counter to the enemy's WMD weapon choice if you have it. Without the counter, invasions are a bit too easy. regarding UP, its population based if I am not incorrect. The Krynn breed like flies....
Hell yeah, to get what all men want...MORE. I dont use durantium lately, as I've been on a beam kick, but if you love the durantium mass driver, which can be OP in numbers, then you need A LOT of Durantium. Or lets say there is only 1 Elurium in your ZOC - and that elurium is used on a support ship to enhance beams for your fleet. well, you can get 2, 3, 4, or even 5 resources from 1, with appropriate upgrades. Now you can have 5 fleets, each with a single support ship,
you can easily end up with NEGATIVE minerals, if you use them for trade or production of ships, and while the trade agreement is still active or the ships are still alive, your mining starbase is destroyed. This happens to me all the time. No consequences however, which is unfortunate.....you dont piss of your trading partner, and your ships continues to work fine. If you want to use any "more" of that mineral, then you have to first replace the quantity owed, or your ships
Haha, just thought about this. 9.5 months for a "terran" pregnancy is 38 weeks. Thats 3.8 pop growth. They must be Octo-moms? haha Back to point, having excess food doesnt make you reproduce faster, it would increase approval somewhat (hence the term, fat and happy). but starving people DIE, and are certainly unhappy.
If the pop does decrease, it should decrease at a rate based on how much food is lacking. As well, their should obviously be a negative approval when starting your population. there are situations where you have to do it, but there should be tough consequences.
OK, feeback from latest game on challenging: Yor dominated most of the game, they should have wiped me, but I climbed back and won. I was Alterian. They had 4x the power that anyone else had, but I was able to win. Here's why: 1) AI did not adapt to my ship designs, nor adapt at all. It was in love with missile boats with no shields. So I went all beams, and all point defense. I didnt have to worry about more rounded defenses un
You may be right, I didnt actually watch the pop, I just saw the tooltip always say +0.1
going all mass reduction, I end up have Uber Fleets which can waste anyone else, and I hardly take damage, and rarely lose a ship. Early on I might lose ships at a 1:4 ratio. I just make sure to design my ships to counter the AI. They dont "adapt" at all, to what you are doing. By wiping their fleets (and only having to repair some of your ships), the enemy sacrifices tech research to rebuild ships, which gives me tech superiority at that point. Then its trivial
Correction..I just got an influence victory, and the number on the left is your progression for the victory, which happens at 100%. When your progression hits 95%, you have influenced 76% of the galaxy. The last 5% of the progression is the 10 turns you have to hold it.