Triple_Crown

Triple_Crown

Joined Member # 6815284
18 Posts 79 Replies 21,948 Reputation

Tech "Recovery" gives mining +1 (!!!) instead of 0.1 This extremely boring bug in one of earliest techs was fixed some time ago but now it did turn back. So even if I self impose a rule not to research it/not to exploit it, the AI wont know a difference and will sell those resources right and left. How boring.

108 Replies 601,523 Views

Tech "Recovery" gives mining +1 (!!!) instead of 0.1 This extremely boring bug in one of earliest techs was fixed some time ago but now it did turn back. So even if I self impose a rule not to research it/not to exploit it, the AI wont know a difference and will sell those resources right and left. How boring.

31 Replies 47,454 Views

Maybe I am not seeing something right... A player may improve a Nano fabricator center in order to get additional charge for his artifact. This second charge will have a production cost of 250 and even durantium cost of 1. OK, I will improve my artifact that will give me... 25 social production. So the math is - I am building the improvement for 250 construction to get... 25 construction. That's genius, Stardock!

0 Replies 14,243 Views

Looking back at the GalCiv development, one certainly may have a question where the GalCiv 3 project would be now, if it had sane planning. I seriously believe we could have had THE best 4X game with the resources already spent, had the planners of this game had any brain. I mean... Its a disaster how GalCiv changes back and forth, right and left. I do not mean to criticize, I state facts how I see 'em. 3 years now and the game is still barely playable (from bugs perspec

3 Replies 22,757 Views

Fleet manager is not displaying the bonus of a Commander (Logistics +25%) thus disabling ship merging. Yet, when you click on a fleet in space, the numbers magically change and you can stack those ships.

8 Replies 46,870 Views

[quote who="Moser_Alchemist" reply="4" id="3711514"] Quoting leiavoia, reply 3 The balancing downside is that it takes an excruciatingly long time to manually build their population up. The Yor haven't lasted long in my last few games. In fact, I've had to prop them up with tech, etc

7 Replies 28,082 Views

[quote who="itruelso" reply="5" id="3711507"] No mods. Intrigue and Crusades installed. The population cap only applies to natural growth, not people shipped in on colonizers. The population slowly decreases by 0.1 per turn, but that is not a big deal since the population growth on the planets feeding it are both 1.5 per turn. [/quote] Man, you have discovered another mechanic how to beat any game! MEDIIC! I mean... Devs... DeEEEEVS!

28 Replies 174,829 Views

As can be seen from the pic, my survey ship collects influence. However, this does not displays anyhow. I mean, at that point I only had a single planet and the influence of that planet did not grow. I checked on several occasions. So how my collected influence improve something/show up?

0 Replies 11,458 Views

Another bug: when my planet is conquered by AI, if I have citizens there, a dialog opens with offer to transfer those to other planets. Lets say I have 3 citizens there, but I choose to transfer only 1 and press "Done" with a plan to return to the issue a moment later. But... The dialog is lost forever! And so are the remaining citizens...

8 Replies 46,870 Views

I assume that the logic for the Commander is that a combat fleet shall be translated into (fleet) production. Therefore, ALL stats could be upgraded for 30% to compensate for a citizen that boosts production. This idea may sound proper on paper, but on practice IT IS OVERKILL. The AI cannot compete.

8 Replies 46,870 Views

Another weirdness that completely ruined my game session experience: I got ship so overpowered that it literally could conquer the whole galaxy without overexagerration. Take a look yourself and compare those stats with SMALL ship stats that were currently built as war fighters... I mean thats ridiculous. Here is how I got that monster: I simply recruited citizen as a Commander, assigned it to fleet. It gave OK bonus. I

8 Replies 46,870 Views

So in very first attempts to return to GalCiv, I experienced notable red signs that may not scream, but makes me worry if the game treats me fair. I do not mean to criticize, but at the same time it is very important to be aware of some things that look weird. Here are few examples, perhaps followed by more in the future: 1) Anybody can become a resource god, by improving his previous mining tenfold. You just simply have to research Recovery in a few turns and improve your mining by 1

8 Replies 46,870 Views

Turning a citizen into Commander might be a good choice. But as soon as you can turn 2 or 3 citizens into Commanders, it gives you unfair advantage against never-better-than-human AI. Even without promotion (promoted ships look really nice visually) that is an overkill, an unpromoted Commander is still far too powerful to be comparable with other citizen's benefits. For example worker gives +30% to social construction. But Commander gives +50% to fleets HP (!!!!!!), + 100% to speed (!!!!!!!)

1,416 Replies 4,486,406 Views

Again an instance when I do not know who is to blame - Stardock or Gauntlet. It completely ruined my game session experience: I got ship so overpowered that it literally could conquer the whole galaxy without overexagerration. Take a look yourself and compare those stats with SMALL ship stats that were currently built as war fighters... I mean thats ridiculous. Here is how I got that monster: I simply recruited citizen as a Commander, assigned it to fleet. It gave OK bonus. It wasnt enough so

1,416 Replies 4,486,406 Views