Nope, I did the purge and reinstall and it still crashes when loading on both the 4.01 and the 4.10 version. Debug Message: Current Time UTC: 03-07-2021 16:32 Debug Message: Version 4.1, Build #10730, last updated on: 03-07-2021 17:21 Debug Message: Product Version 23.1.4.6 Debug Message: Steam Build Debug Message: Working Directory: c:\program files (x86)\steam\steamapps\common\Galactic Civilizations III
Belgian Bro6789
Thanks for the quick response. The game still crashes on the initial loading screen. It's strange because I never had any problems before. Also I didn't know the latest version was still in beta? Here's the new debug file: Debug Message: Current Time UTC: 03-05-2021 22:15 Debug Message: Version 4.1, Build #10730, last updated on: 03-05-2021 23:04 Debug Message: Product Version 23.1.4.6 Debug Message: Steam Build De
I recently wanted to try GalCiv3 again after a long time (a year or so) and it kept crashing when I launched the game. I went through the guide on this forum and have tried nearly everything. Checking my drivers, verify the files, running as admin, reinstalling the game but it keeps happening when the game is loading to get to the main menu. Between the last time I played it there was the 4.1 update and in december of last year nvidea had some driver updates that broke a couple of other games
So I found this python script someone on reddit wrote which makes the generated galaxy look like a spiral galaxy. How do I make the GalCivII engine run this python script to generate such a galaxy? I don't have any experience with modding except for changing text files. I really would like to use the mod this guy made. https://www.reddit.com/r/GalCiv/comments/4o3c
I'm currently playing GalCiv2 and started playing Prince of Persia: The Sands of Time for the first time. I'm also playing SimCity3000 on and off occasionally, building a single city and make it as pretty/realistic as possible.
I wouldn't add a planet type at all. I think planets could be a lot more interesting if they were distributed along a few parameters like temperature, humidity, gravity. Then there could also be special traits that make some planets stand out and make them better at specific things. The basic traits however could also be used for planets less suitable for habitation and each race would have their own preference and terraforming tech would allow you to change these traits. For example
I never really got the appeal of speedrunning too but that was a couple of years ago. Once I watched some runs of games I played a lot when I was a kid. (Star Wars: Jedi Knight Jedi Outcast, Star Wars: Episode I, Pokémon Crystal and Final Fantasy VIII) I was amazed how those games got manipulated and broken to be finished as quickly as possible. The runner got through the first level of Outcast in a matter of seconds by building up speed and making a massive jump to the end. This level
I'm not arguing to remove planetary buildings unless there is a far more interesting and engaging system to replace it. I'm only arguing that by the late game it adds a whole layer of busywork that has very little to do with actual strategic decisions. Perhaps the way the game works needs to be re-drawn to make the biggest maps a bit less tedious to play. Master of Orion 1 doesn't have all this busy work and let's the player focus on a higher level of decision mak
Good point. I think the game should draw to a close when a lot or most of the content has been seen but it also has to be interesting during that time. In case of GalCiv 3 this could be until you get some late game technologies and had a decent amount of picks in the ideology tree. I find it hard to keep being invested in the game once it's clear that I'm going to win. Once you are at that point the decisions you need to make don't have that much weight to them an
I think that for a sequal to work some changes need to be made to the 4x genre. I hope that for GalCiv 4 a game like Master of Orion 1 (MOO1) can serve as inspiration. MOO1 is so simple in design and yet allows for so much strategic decision making and depth. Master of Orion 2 has had a far greater influence on the 4x genre but I think MOO1 is a better game than MoO2. Another thing that most 4x games have in common is that it is usually clear who's going to win long before the game is
Will there be visual cues for terraforming? Like the planet turning greener starting at the right latitude(s) when you terraform?
Perhaps they could generate an addititional income of the luxury resources which are produced on the planet that you are trading with.
I've only played with all expansions up until intrigue. The game is not balanced for different map sizes and settings. Things like speed, range, sensor range, the bazaar ships and governments seem to work a lot better on bigger maps. On a medium map with fewer planets everything will be claimed within the first 30 turns or so. On smaller maps it's really difficult to match the ai because it knows where everything is, range isn't really a problem. On those maps governments can sometimes be lar
[quote who="admiralWillyWilber" reply="18" id="3757404"] it is easier to get this information on the economy screen under trade. [/quote] Thanks. It has been some time since I last played galciv III (I wrongly remembered that you could attack trade routes like in II, oops[e digicons]^_^'[/e] ), I've only recently been playing it again. I usually play on medium maps but trade never really has a chance in those games because when the age of war starts some civs buy some stron
Maybe the Korx could be a minor civ that ask you if they can build a bazaar near your homeworld once you come into contact with them. Perhaps it should then still be an option in the galaxy setup menu to disable either the market or the mercenaries.
I play on medium maps because my computer is somewhat old and I don't want to upgrade just for GalCiv III. But I have the feeling that the game is not really balanced for different sizes anyway. You have that one mercenary ships which will help you scout half the map by before turn 20 on smaller maps. I feel that the pace of the game would be better if you could potentially colonize everything, but the return you get in more difficult biomes increases over time with better tech. Like giving d
I agree with OP here there are a lot of small things that can be done to make colonization more interesting, bigger changes at this point are sadly better left for a new game I think. In GalCiv a planet is either good or it isn't. Look at Master of Orion 2 for example, in that game you can colonize almost everything right at the start of the game. The problem is that some planets have more potential then others and some are more easily colonized. There is also a difference in the map
Is it possible to take another look at ship and sensor ranges and possibly adjust them according to the map size (the bazaar ships too)? I just started a game on a medium sized galaxy against gifted ai and the terran alliance gobbled up a quarter of the galaxy within the first 15 turns. Now I'm a fan of an aggressive ai but is the ai omniscient of habitable worlds and resources or does it need to scout? On bigger maps this super fast expansion is not so much a problem because expans
I haven't played retribution so I don't know about hyper lanes. I meant that trade lanes are about as important as range because it is information you often need. You need an idea of who is trading with who, what trade lanes you can attack, etc. Things like the lines from and to asteroids and shipyards you don't really need to see all the time.
Maybe it would work if most of the lines would only be shown if you select something that is relevant to showing it. For example: the lines from asteroid mines/factories are shown only if either the mine is selected or the planet is supports idem for planets and shipyards Trade lines can be shown perhaps since they are a bit more important than the other ones in my opinion.
There is a bug that let's you build the same starbase upgrade over and over again while the computer is processing the ai turns. You can access your starbase and if you upgrade just before your own turn begins you can get 20 or so modules from the same upgrade.
Age of Empires II, Age of Mythology, Rome: Total War, Gal Civ II (half of the time spent in the ship designer), Endless Legend, Endless Space 2, Master of Orion II (despite the star lanes and the unbalanced civs I think the new one isn't that bad), Civ III and IV, KOTOR I and especially II, Europa Universalis III, Victoria II (with new nations mod or historical project mod), Hearts of Iron: Darkest Hour, Battlefield: Bad Company II, Mount and Blade: Warband, Subnautica, SimCity 3000, Tropico
[quote who="Dearmad" reply="3" id="3756657"] The lack of focused "game" to the Paradox titles is a thing I greatly enjoy when that is what I want. But the focus on the game, and the AI being able to play it in GalCiv is a special and rare thing we need to remind ourselves to cherish.[/quote] I agree GalCiv is it's own unique thing and it should keep all the parts that make it fun and unique. That being said I think that if there was a bit more nuance in how diplomac
I really like some ideas of stellaris too but the ai is so bad that most ideas are implemented poorly. An awakened fallen empire is barely aggressive for example because the ai can't into war. Also because of the dlc model I think, most mechanics are just their own thing instead of being connected to other mechanics. Factions is an example of this they could interact with basically everything that has been introduced like sectors, leaders, diplomacy, etc all the newer stuff. The
The spies was just an example of maybe mixing up the existing game mechanics. It wouldn't make sense to attribute it to certain types of citizens because then you would exactly know who to trust and who you can't trust, in multiplayer that would defeat the whole purpose. It also isn't entirely a question of GalCiv being immersive or not but one of game mechanics interacting that generate a game world were you have to make strategic choices. I haven't played Civ 6 but the latest expansion with