The behavior persists in the 1.7 beta, and the events seem to be purely for show. I think I'm getting no ideology points out of them. I have lots of ideology buildings and it looks like the only points I've been collecting from them since around colony 30 or so are from them.
Philocthetes
Subject line pretty much says it all. Last night I had five or six designs tagged as Favored. I started a new session this morning, and a few turns along I opened a shipyard to add a colony ship to the queue and saw the list had been emptied. [Edit 0816 26 March] I made a Support Tool zip without doing another thing in the game after I saw the oddness. Not sure if those are useful in a context like this, or if making them when the game is running makes them useless.
I caught part of the dev stream today and Paul did talk about implementing 'units' like spies, commanders, and administrators. I'd love to see things like a shipyard boss who could cut deals with locals to get them to help constructors move faster through my ZoC. [quote who="ManiiNames" reply="2" id="3627552"]Could also be an experience system for ships, that's something they have talked about on occasion.[/quote] I really miss that subsystem. It made crazy-exp
[quote who="Spectacle" reply="10" id="3627627"]There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later when I want to order more constructors, and I also don't want to have to build ships I don'
Maybe it was an early name for Mercenaries?
[quote who="eviator" reply="16" id="3626827"]Conversion of production to wealth is a GalCiv2 thing. It is done in GalCiv3 through playing with the wheel, using planet focuses, or the wealth project. It's quite an inefficient conversion though so I prefer to make use of manufacturing as above.[/quote] It's a GC2 thing I'd like to see come back. The way the Econ, Military, and Culture projects work now seems to be pretty wasteful for long games on very large maps. Doing all
I'd like to second the OP. In my current game, I'm allied with 4 cultures. Two of them are far weaker than I am and the recently went to war (the Torians were culture-flipping worlds from the very feeble Yor). Neither of them has asked me to go to war with the other yet (I am currently engaged with the fairly scary Drengin). I do not want this brush war disturbing my back country or threatening my plan to get a diplo win after breaking the filthy fang-faces. Hence the
Does anyone know why the Maps DLC (or any other) requires being online and whether that is true if you bought it from GOG? I kind of thought that Mercenaries 1.61 demanded a live connection because it is an opt-in beta, and I'm really hoping it will not be there for normal update versions.
Maybe a fall update? [e digicons]:|[/e]
I still want to be able to build starbases into full-blown colonies. Planets are for primitives.
What might explain my having flipped on Drengin world but now seeing three of its neighbors sit at 0% in rebellion despite hitting 2.1x influence on the closest one? I also saw something similar while I was waiting for the Altarians to give up in despair rather than make me invade their last world. After flipping their replacement capital, they had just that one world left and I waited until influence was around 4 or 5x before I gave up and sent in the marines. Kind of ruined our plan
1. Concur heartily with the notion of more and better sorts and filters that are sticky. I find it hard to rank-order which lists I want that help for more Would especially like to see the bug where you end up having to click something else before you can get a filter for shipyards in the Starbases list and rally points in the Go To list (really, shouldn't the Rally Point button on the shipyard panel open directly to the Rally Point list?). 2. M
[quote who="lyssailcor" reply="2" id="3581241"]Usually I have multiple constructor versions (cheap, max module number, max speed) and it depends on the situation which constructor design fits best. So a logic like "take last built constructor" (at which shipyard would be the question anyway) or "take newest design of a manually set up upgrade chain" would still not suffice ... (for me at least [/quote] I use different models for different tasks also. I was just guessing wildly on what
I've seen this request in a few other posts but have not been following closely enough to notice whether a dev replied to say anything about whether a functionality change here was on the list for future updates/patches. I would certainly like a general ability to create 'upgrade chains' for ships so that I could roll out something like next-gen drives or weapons without having to scroll through a huge list of everything in that hull size or keep pruning out automatic desi
[quote who="Seafireliv" reply="55" id="3579467"]Just one other thing: Why the ability to print ships out in 3d? I just checked how much one of these 3D printers cost. It isn`t cheap by a long shot. Who, except some guy with more money than sense is going to spend that much on a 3D printer for a game? And how many gamers seriously own one of these things already? [/quote] Lots of public and university libraries are making 3D printing available to patrons, usually at pretty near cost of
It might be because I opened a game started in 1.12 under 1.2, but I'm seeing oddness (can't get picture to insert) in the resource tallies. I'm also wondering if doing the new in-game registration only applies to non-founders who have not yet registered. I entered my addy a couple of hours ago but have gotten no email from Stardock yet. [Edit 1638 EDT] Put my Windows 10 box into hibernate, went out for a while,
The Starbases list has a cousin problem to the one in the Notifications list. It isn't a flickering thing, but the response to the filter choices is erratic. Sometimes filtering for Shipyards works, sometimes it doesn't. The most common pattern I see is a good result on first use, followed by a stretch where I have to click Shipyards, click another filter, and then click Shipyards again. Occasionally after the problem has 'activated' it goes away for one or two 'in
[quote who="Alantor" reply="14" id="3575513"]I'll answer my own question. I found out the treaties only have to show up on your side of the table to work. I got an open border treaty then an alliance with the Blue Lady and she is really nice.[/quote] Thanks for answering your own question. A game or three back, I tried the old GC2 way of giving the alliance techs away and still did not see them as a possibility in the diplomacy window. I truly hope that the 'better dip
[quote who="Raynman" reply="39" id="3574531"]Which Resolution and UI size are you playing at?[/quote] 1920x1080, normal UI size
Is anyone else seeing galactic event pages that are mixed up with ideology choices that you can't click?
[quote who="Edladner" reply="1" id="3507587"]Those will be some of the last things added according to the devs[/quote] Here's hoping "last things" doesn't mean all the way until the first expansion ;-) Among many wishes, I'd like C to center on the active ship and the Num pad with Num Lock off to let you move ships & fleets.
I'm getting an interesting change in the audio. Sound for the First Something videos has stopped playing, but star base management has a background sound that is new or somehow escaped my notice during hours of playing earlier releases.
Apologies for not having time to review the whole thread in case my Q is answered above, but do the devs want us to submit crash dumps via email (or some other means) to help with the shakedown for 1.1? As has been my GalCiv tradition, the rig I'm starting to play on is barely there sysreqs-wise. I got some stable play out of 1.03 by restarting Win 8.1 and letting GC3 have as much of the machine as it could grab after all the teeming resource piglets got running in the background.
Banned because I finally shut down GalCiv...so I could belatedly opt-in to the 1.1 patch
Same to you Elana. I'm getting some slightly stuttery fireworks by following my tradition of starting a GalCiv version on hardware that's very close to minimum sys reqs. Finally installed FE Legendary Heroes a couple of days ago, but the magic of starships (evidently including Carriers! ) is proving a stronger lure to time-wasting [e classic];)[/e]