Colonel_Panic2465

Colonel_Panic2465

Joined Member # 7012500
6 Posts 39 Replies 447 Reputation

Maybe with a privateer commander you could do it? I never tried. But I've had the experience you're talking about and it drives me bananas. I meet these jerks with a fleet to impress upon them the deadly danger they are in, and give them an armed escort through my territory. But the offending civ is often unrepentant and already hates me so there's nowhere for the diplomatic option to go. I considered capturing the ship or ships with a ring of my own ships that

2 Replies 38,734 Views

I just want to mention one other thing then I'll stop . . . in that game with 12 civs and 1 commonwealth, two of the now-dead civs surrendered *to the commonwealth*. That guy has 77 planets now O_O I've never seen that happen before. I think going forward I'm going to turn off AI surrenders, things get too strange with them enabled.

40 Replies 316,131 Views

Gotcha. You're talking about "surrendered colonies" which toggles whether "colonies transfer ownership upon surrender". I'd suggest that vaporizing the planets is a weird thing in this context, too. Along those lines, I could disable AI surrendering. I'm not sure what will happen with the "merge" bullet above but I'll start some new games and test. I used to like AI surrendering, it's a pain to root out the last vestiges of a civ sometimes. But I imagine

40 Replies 316,131 Views

Hi, I was excited to see an update to GC III so I started playing it. But I immediately noticed something strange going on, I think related to these two items: AI’s will now merge with the weakest other civ if they are hopelessly behind after 75 turns. Turns before an AI can surrender changed from 100 to 75 but odds of surrendering in a given turn reduced.. I started with 30 civs (including mine) on the map. We're down to 7 and it's s

40 Replies 316,131 Views

The answer is no. I recommend promoting your administrators to get more admin points. Also research. Even on a ludicrous-sized galaxy, I've never needed more than a few citizen administrators. At a certain point, you're conquering or annexing (via influence) all of your neighbors . . .

3 Replies 11,591 Views

I'm not aware that commonwealths have any connection to admin points. What typically happens is you spin off those worlds, maybe if you're like me you give them some ships and starbases too, and then despite all that they are obviously the weakest faction now so everyone declares war on them. Then some turns later, they surrender everything back to you and you get your planets back, basically.

3 Replies 11,591 Views

Hey, interesting. That has never been the case before (I know, I've made more than one on purpose and by accident in the past), and it's not an improvement. But apparently that was it. Good grief. So I have to stop sponsoring while I build it. :/ Thanks!

5 Replies 7,804 Views

I suddenly noticed that I can't find a spaceport option for any of my planets. I dunno when that disappeared, I'm pretty far into the game. I have Retribution and all the official DLCs on an asus intel-based laptop. Is there a game mechanic that could cause this to go away? If I can't build spaceports around newly conquered planets, I may not be able to continue this game which would suck. (I know the workaround is constructors, but they cost an administrative po

5 Replies 7,804 Views

Just a brief update: I downloaded all the remaining DLCs and I still get the carrier issue. All fighters are beam and shields guardians regardless of carrier module *IF* I customize the fleet in any way in the faction editor. If not, I get the three kinds of attacks for the three kinds of fighters, and the assault guys are interceptors and the interceptors and guardians are guardians. It's weird but at least somebody isn't a guardian. Better than a sharp stick in the e

12 Replies 33,071 Views

Something about my designs being put into the fleets component of the factions editor, it looks like, is what the issue is. Although interceptors are still guardians, at least the assault ships are interceptors now. Hey stardock, that seems weird, is that by design like Horemvore suggests? This is with the techs unlocked, as I said. Anyway, I may have to re-create my designs, I dunno. I have 1200 hours playing and a minimum of a hundred of those are designing s

12 Replies 33,071 Views

Horemvore: very interesting! But my experience is . . . otherwise. First, in the busted game, they all used beams all the time, regardless of module. Second, in my tests, I unlock all techs. I see them with kinetics, missiles, and beams. But in at least one test, the assault fighters are role "interceptor" and the interceptors and guardians are role "guardian" even with every tech unlocked. I wonder if anyone else has encountered what you're describing?&n

12 Replies 33,071 Views

Hi thanks, I appreciate it. Something is screwy nevertheless. I mean, is it something about the OS and GC3? Windows 10 pro, 1909 here. Am I the only one in the world with this problem? I am re-running my tests above to be 100% sure what I wrote is accurate, since now I'm worried I read the ship names and not the roles.

12 Replies 33,071 Views

Anyone there? Updates: First, I unsubscribed from everything and tried again. Still all guardians. Second, with everything in the workshop still unsubscribed, I uninstalled and reinstalled. I did not add my designs back and just played a test game as the Terrans. The carrier modules worked correctly Third, I added my designs back and created a custom faction but I did NOT use the fleet builder. Carrier modules still worked. Fourth, I used the fleet b

12 Replies 33,071 Views

All my carriers produce guardians, no matter which carrier module is added to the ship design. I notice some extremely elderly posts about this: https://forums.galciv3.com/484030/worthless-carriers-and-customer-complaint https://forums.galciv3.com/487652/bug---crusade-28

12 Replies 33,071 Views